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blender-archive/source/blender/editors/render/render_internal.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/render/render_internal.c
* \ingroup edrend
*/
#include <math.h>
#include <string.h>
#include <stddef.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "BLF_translation.h"
#include "DNA_scene_types.h"
#include "BKE_blender.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_multires.h"
#include "BKE_report.h"
#include "BKE_sequencer.h"
#include "BKE_screen.h"
#include "BKE_scene.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_object.h"
#include "RE_pipeline.h"
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "wm_window.h"
#include "render_intern.h"
/* Render Callbacks */
static int render_break(void *rjv);
/* called inside thread! */
void image_buffer_rect_update(Scene *scene, RenderResult *rr, ImBuf *ibuf, volatile rcti *renrect)
{
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float *rectf = NULL;
int ymin, ymax, xmin, xmax;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
int rymin, rxmin;
/* if renrect argument, we only refresh scanlines */
if (renrect) {
/* if (ymax == recty), rendering of layer is ready, we should not draw, other things happen... */
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if (rr->renlay == NULL || renrect->ymax >= rr->recty)
return;
/* xmin here is first subrect x coord, xmax defines subrect width */
xmin = renrect->xmin + rr->crop;
xmax = renrect->xmax - xmin + rr->crop;
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if (xmax < 2)
return;
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ymin = renrect->ymin + rr->crop;
ymax = renrect->ymax - ymin + rr->crop;
if (ymax < 2)
return;
renrect->ymin = renrect->ymax;
}
else {
xmin = ymin = rr->crop;
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xmax = rr->rectx - 2 * rr->crop;
ymax = rr->recty - 2 * rr->crop;
}
/* xmin ymin is in tile coords. transform to ibuf */
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rxmin = rr->tilerect.xmin + xmin;
if (rxmin >= ibuf->x) return;
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rymin = rr->tilerect.ymin + ymin;
if (rymin >= ibuf->y) return;
if (rxmin + xmax > ibuf->x)
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xmax = ibuf->x - rxmin;
if (rymin + ymax > ibuf->y)
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ymax = ibuf->y - rymin;
if (xmax < 1 || ymax < 1) return;
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/* find current float rect for display, first case is after composite... still weak */
if (rr->rectf)
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rectf = rr->rectf;
else {
if (rr->rect32) {
/* special case, currently only happens with sequencer rendering,
* which updates the whole frame, so we can only mark display buffer
* as invalid here (sergey)
*/
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
return;
}
else {
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if (rr->renlay == NULL || rr->renlay->rectf == NULL) return;
rectf = rr->renlay->rectf;
}
}
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if (rectf == NULL) return;
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if (ibuf->rect == NULL)
imb_addrectImBuf(ibuf);
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rectf += 4 * (rr->rectx * ymin + xmin);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr->rectx, rxmin, rymin,
&scene->view_settings, &scene->display_settings,
rxmin, rymin, rxmin + xmax, rymin + ymax, TRUE);
}
/* ****************************** render invoking ***************** */
/* set callbacks, exported to sequence render too.
* Only call in foreground (UI) renders. */
static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **scene, SceneRenderLayer **srl)
{
/* single layer re-render */
if (RNA_struct_property_is_set(op->ptr, "scene")) {
Scene *scn;
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char scene_name[MAX_ID_NAME - 2];
RNA_string_get(op->ptr, "scene", scene_name);
scn = (Scene *)BLI_findstring(&mainp->scene, scene_name, offsetof(ID, name) + 2);
if (scn) {
/* camera switch wont have updated */
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scn->r.cfra = (*scene)->r.cfra;
BKE_scene_camera_switch_update(scn);
*scene = scn;
}
}
if (RNA_struct_property_is_set(op->ptr, "layer")) {
SceneRenderLayer *rl;
char rl_name[RE_MAXNAME];
RNA_string_get(op->ptr, "layer", rl_name);
rl = (SceneRenderLayer *)BLI_findstring(&(*scene)->r.layers, rl_name, offsetof(SceneRenderLayer, name));
if (rl)
*srl = rl;
}
}
/* executes blocking render */
static int screen_render_exec(bContext *C, wmOperator *op)
{
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Scene *scene = CTX_data_scene(C);
SceneRenderLayer *srl = NULL;
Render *re;
Image *ima;
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View3D *v3d = CTX_wm_view3d(C);
Main *mainp = CTX_data_main(C);
unsigned int lay;
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const short is_animation = RNA_boolean_get(op->ptr, "animation");
const short is_write_still = RNA_boolean_get(op->ptr, "write_still");
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
/* custom scene and single layer re-render */
screen_render_scene_layer_set(op, mainp, &scene, &srl);
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
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re = RE_NewRender(scene->id.name);
lay = (v3d) ? v3d->lay : scene->lay;
G.is_break = FALSE;
RE_test_break_cb(re, NULL, render_break);
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ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
BKE_image_backup_render(scene, ima);
/* cleanup sequencer caches before starting user triggered render.
2012-04-22 11:54:53 +00:00
* otherwise, invalidated cache entries can make their way into
* the output rendering. We can't put that into RE_BlenderFrame,
* since sequence rendering can call that recursively... (peter) */
BKE_sequencer_cache_cleanup();
RE_SetReports(re, op->reports);
if (is_animation)
RE_BlenderAnim(re, mainp, scene, camera_override, lay, scene->r.sfra, scene->r.efra, scene->r.frame_step);
else
RE_BlenderFrame(re, mainp, scene, srl, camera_override, lay, scene->r.cfra, is_write_still);
RE_SetReports(re, NULL);
// no redraw needed, we leave state as we entered it
ED_update_for_newframe(mainp, scene, 1);
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WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
return OPERATOR_FINISHED;
}
typedef struct RenderJob {
Main *main;
Scene *scene;
Render *re;
wmWindow *win;
SceneRenderLayer *srl;
struct Object *camera_override;
int lay;
short anim, write_still;
Image *image;
ImageUser iuser;
short *stop;
short *do_update;
float *progress;
ReportList *reports;
} RenderJob;
static void render_freejob(void *rjv)
{
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RenderJob *rj = rjv;
MEM_freeN(rj);
}
/* str is IMA_MAX_RENDER_TEXT in size */
static void make_renderinfo_string(RenderStats *rs, Scene *scene, char *str)
{
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char info_time_str[32]; // used to be extern to header_info.c
uintptr_t mem_in_use, mmap_in_use, peak_memory;
float megs_used_memory, mmap_used_memory, megs_peak_memory;
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char *spos = str;
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mem_in_use = MEM_get_memory_in_use();
mmap_in_use = MEM_get_mapped_memory_in_use();
peak_memory = MEM_get_peak_memory();
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megs_used_memory = (mem_in_use - mmap_in_use) / (1024.0 * 1024.0);
mmap_used_memory = (mmap_in_use) / (1024.0 * 1024.0);
megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
if (scene->lay & 0xFF000000)
spos += sprintf(spos, IFACE_("Localview | "));
else if (scene->r.scemode & R_SINGLE_LAYER)
spos += sprintf(spos, IFACE_("Single Layer | "));
spos += sprintf(spos, IFACE_("Frame:%d "), (scene->r.cfra));
if (rs->statstr) {
spos += sprintf(spos, "| %s ", rs->statstr);
}
else {
if (rs->totvert) spos += sprintf(spos, IFACE_("Ve:%d "), rs->totvert);
if (rs->totface) spos += sprintf(spos, IFACE_("Fa:%d "), rs->totface);
if (rs->tothalo) spos += sprintf(spos, IFACE_("Ha:%d "), rs->tothalo);
if (rs->totstrand) spos += sprintf(spos, IFACE_("St:%d "), rs->totstrand);
if (rs->totlamp) spos += sprintf(spos, IFACE_("La:%d "), rs->totlamp);
if (rs->mem_peak == 0.0f)
spos += sprintf(spos, IFACE_("Mem:%.2fM (%.2fM, Peak %.2fM) "),
megs_used_memory, mmap_used_memory, megs_peak_memory);
else
spos += sprintf(spos, IFACE_("Mem:%.2fM, Peak: %.2fM "), rs->mem_used, rs->mem_peak);
if (rs->curfield)
spos += sprintf(spos, IFACE_("Field %d "), rs->curfield);
if (rs->curblur)
spos += sprintf(spos, IFACE_("Blur %d "), rs->curblur);
}
BLI_timestr(rs->lastframetime, info_time_str);
spos += sprintf(spos, IFACE_("Time:%s "), info_time_str);
if (rs->curfsa)
spos += sprintf(spos, IFACE_("| Full Sample %d "), rs->curfsa);
if (rs->infostr && rs->infostr[0])
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spos += sprintf(spos, "| %s ", rs->infostr);
/* very weak... but 512 characters is quite safe */
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if (spos >= str + IMA_MAX_RENDER_TEXT)
if (G.debug & G_DEBUG)
printf("WARNING! renderwin text beyond limit\n");
}
static void image_renderinfo_cb(void *rjv, RenderStats *rs)
{
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RenderJob *rj = rjv;
RenderResult *rr;
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rr = RE_AcquireResultRead(rj->re);
if (rr) {
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/* malloc OK here, stats_draw is not in tile threads */
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if (rr->text == NULL)
rr->text = MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext");
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make_renderinfo_string(rs, rj->scene, rr->text);
}
RE_ReleaseResult(rj->re);
/* make jobs timer to send notifier */
*(rj->do_update) = TRUE;
}
static void render_progress_update(void *rjv, float progress)
{
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RenderJob *rj = rjv;
if (rj->progress && *rj->progress != progress) {
*rj->progress = progress;
/* make jobs timer to send notifier */
*(rj->do_update) = TRUE;
}
}
static void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect)
{
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RenderJob *rj = rjv;
Image *ima = rj->image;
ImBuf *ibuf;
void *lock;
/* only update if we are displaying the slot being rendered */
if (ima->render_slot != ima->last_render_slot)
return;
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ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
if (ibuf) {
image_buffer_rect_update(rj->scene, rr, ibuf, renrect);
/* make jobs timer to send notifier */
*(rj->do_update) = TRUE;
}
BKE_image_release_ibuf(ima, ibuf, lock);
}
static void render_startjob(void *rjv, short *stop, short *do_update, float *progress)
{
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RenderJob *rj = rjv;
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rj->stop = stop;
rj->do_update = do_update;
rj->progress = progress;
RE_SetReports(rj->re, rj->reports);
if (rj->anim)
RE_BlenderAnim(rj->re, rj->main, rj->scene, rj->camera_override, rj->lay, rj->scene->r.sfra, rj->scene->r.efra, rj->scene->r.frame_step);
else
RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->srl, rj->camera_override, rj->lay, rj->scene->r.cfra, rj->write_still);
RE_SetReports(rj->re, NULL);
}
static void render_endjob(void *rjv)
{
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RenderJob *rj = rjv;
/* this render may be used again by the sequencer without the active 'Render' where the callbacks
* would be re-assigned. assign dummy callbacks to avoid referencing freed renderjobs bug [#24508] */
RE_InitRenderCB(rj->re);
if (rj->main != G.main)
free_main(rj->main);
/* else the frame will not update for the original value */
if (!(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) {
/* possible this fails of loading new file while rendering */
if (G.main->wm.first) {
ED_update_for_newframe(G.main, rj->scene, 1);
}
}
/* XXX above function sets all tags in nodes */
ntreeCompositClearTags(rj->scene->nodetree);
/* potentially set by caller */
rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
if (rj->srl) {
nodeUpdateID(rj->scene->nodetree, &rj->scene->id);
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WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
}
/* XXX render stability hack */
G.is_rendering = FALSE;
WM_main_add_notifier(NC_WINDOW, NULL);
}
/* called by render, check job 'stop' value or the global */
static int render_breakjob(void *rjv)
{
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RenderJob *rj = rjv;
if (G.is_break)
return 1;
if (rj->stop && *(rj->stop))
return 1;
return 0;
}
/* for exec() when there is no render job
* note: this wont check for the escape key being pressed, but doing so isnt threadsafe */
static int render_break(void *UNUSED(rjv))
{
if (G.is_break)
return 1;
return 0;
}
/* runs in thread, no cursor setting here works. careful with notifiers too (malloc conflicts) */
/* maybe need a way to get job send notifer? */
static void render_drawlock(void *UNUSED(rjv), int lock)
{
BKE_spacedata_draw_locks(lock);
}
/* catch esc */
static int screen_render_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
Scene *scene = (Scene *) op->customdata;
/* no running blender, remove handler and pass through */
if (0 == WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER)) {
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return OPERATOR_FINISHED | OPERATOR_PASS_THROUGH;
}
/* running render */
switch (event->type) {
case ESCKEY:
return OPERATOR_RUNNING_MODAL;
break;
}
return OPERATOR_PASS_THROUGH;
}
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
/* new render clears all callbacks */
Main *mainp;
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Scene *scene = CTX_data_scene(C);
SceneRenderLayer *srl = NULL;
View3D *v3d = CTX_wm_view3d(C);
Render *re;
wmJob *wm_job;
RenderJob *rj;
Image *ima;
int jobflag;
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const short is_animation = RNA_boolean_get(op->ptr, "animation");
const short is_write_still = RNA_boolean_get(op->ptr, "write_still");
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
const char *name;
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
return OPERATOR_CANCELLED;
if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
return OPERATOR_CANCELLED;
}
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
/* stop all running jobs, except screen one. currently previews frustrate Render */
WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
/* get main */
if (G.debug_value == 101) {
/* thread-safety experiment, copy main from the undo buffer */
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mainp = BKE_undo_get_main(&scene);
}
else
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mainp = CTX_data_main(C);
/* cancel animation playback */
if (ED_screen_animation_playing(CTX_wm_manager(C)))
ED_screen_animation_play(C, 0, 0);
/* handle UI stuff */
WM_cursor_wait(1);
/* flush multires changes (for sculpt) */
multires_force_render_update(CTX_data_active_object(C));
/* cleanup sequencer caches before starting user triggered render.
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* otherwise, invalidated cache entries can make their way into
* the output rendering. We can't put that into RE_BlenderFrame,
* since sequence rendering can call that recursively... (peter) */
BKE_sequencer_cache_cleanup();
/* get editmode results */
ED_object_editmode_load(CTX_data_edit_object(C));
// store spare
// get view3d layer, local layer, make this nice api call to render
// store spare
/* ensure at least 1 area shows result */
render_view_open(C, event->x, event->y);
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jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
/* custom scene and single layer re-render */
screen_render_scene_layer_set(op, mainp, &scene, &srl);
if (RNA_struct_property_is_set(op->ptr, "layer"))
jobflag |= WM_JOB_SUSPEND;
/* job custom data */
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rj = MEM_callocN(sizeof(RenderJob), "render job");
rj->main = mainp;
rj->scene = scene;
rj->win = CTX_wm_window(C);
rj->srl = srl;
rj->camera_override = camera_override;
rj->lay = scene->lay;
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rj->anim = is_animation;
rj->write_still = is_write_still && !is_animation;
rj->iuser.scene = scene;
rj->iuser.ok = 1;
rj->reports = op->reports;
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if (v3d) {
rj->lay = v3d->lay;
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if (v3d->localvd)
rj->lay |= v3d->localvd->lay;
}
/* setup job */
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if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render";
else name = "Render";
wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag, WM_JOB_TYPE_RENDER);
WM_jobs_customdata_set(wm_job, rj, render_freejob);
WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
WM_jobs_callbacks(wm_job, render_startjob, NULL, NULL, render_endjob);
/* get a render result image, and make sure it is empty */
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ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
BKE_image_backup_render(rj->scene, ima);
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rj->image = ima;
/* setup new render */
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re = RE_NewRender(scene->id.name);
RE_test_break_cb(re, rj, render_breakjob);
RE_draw_lock_cb(re, rj, render_drawlock);
RE_display_draw_cb(re, rj, image_rect_update);
RE_stats_draw_cb(re, rj, image_renderinfo_cb);
RE_progress_cb(re, rj, render_progress_update);
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rj->re = re;
G.is_break = FALSE;
/* store actual owner of job, so modal operator could check for it,
* the reason of this is that active scene could change when rendering
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* several layers from compositor [#31800]
*/
op->customdata = scene;
WM_jobs_start(CTX_wm_manager(C), wm_job);
WM_cursor_wait(0);
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WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
/* we set G.is_rendering here already instead of only in the job, this ensure
* main loop or other scene updates are disabled in time, since they may
* have started before the job thread */
G.is_rendering = TRUE;
/* add modal handler for ESC */
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
/* contextual render, using current scene, view3d? */
void RENDER_OT_render(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Render";
ot->description = "Render active scene";
ot->idname = "RENDER_OT_render";
/* api callbacks */
ot->invoke = screen_render_invoke;
ot->modal = screen_render_modal;
ot->exec = screen_render_exec;
/*ot->poll = ED_operator_screenactive;*/ /* this isn't needed, causes failer in background mode */
RNA_def_boolean(ot->srna, "animation", 0, "Animation", "Render files from the animation range of this scene");
RNA_def_boolean(ot->srna, "write_still", 0, "Write Image", "Save rendered the image to the output path (used only when animation is disabled)");
prop = RNA_def_string(ot->srna, "layer", "", RE_MAXNAME, "Render Layer", "Single render layer to re-render (used only when animation is disabled)");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
prop = RNA_def_string(ot->srna, "scene", "", MAX_ID_NAME - 2, "Scene", "Scene to render, current scene if not specified");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}