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blender-archive/source/blender/makesrna/intern/rna_render.c

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/*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup RNA
2011-02-27 20:20:01 +00:00
*/
#include <stdlib.h>
#include "DNA_node_types.h"
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_path_util.h"
#include "BLI_utildefines.h"
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#ifdef WITH_PYTHON
# include "BPY_extern.h"
#endif
#include "DEG_depsgraph.h"
#include "BKE_image.h"
#include "BKE_scene.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "rna_internal.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
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#include "ED_render.h"
/* Deprecated, only provided for API compatibility. */
const EnumPropertyItem rna_enum_render_pass_type_items[] = {
{SCE_PASS_COMBINED, "COMBINED", 0, "Combined", ""},
{SCE_PASS_Z, "Z", 0, "Z", ""},
{SCE_PASS_SHADOW, "SHADOW", 0, "Shadow", ""},
{SCE_PASS_AO, "AO", 0, "Ambient Occlusion", ""},
{SCE_PASS_NORMAL, "NORMAL", 0, "Normal", ""},
{SCE_PASS_VECTOR, "VECTOR", 0, "Vector", ""},
{SCE_PASS_INDEXOB, "OBJECT_INDEX", 0, "Object Index", ""},
{SCE_PASS_UV, "UV", 0, "UV", ""},
{SCE_PASS_MIST, "MIST", 0, "Mist", ""},
{SCE_PASS_EMIT, "EMIT", 0, "Emit", ""},
{SCE_PASS_ENVIRONMENT, "ENVIRONMENT", 0, "Environment", ""},
{SCE_PASS_INDEXMA, "MATERIAL_INDEX", 0, "Material Index", ""},
{SCE_PASS_DIFFUSE_DIRECT, "DIFFUSE_DIRECT", 0, "Diffuse Direct", ""},
{SCE_PASS_DIFFUSE_INDIRECT, "DIFFUSE_INDIRECT", 0, "Diffuse Indirect", ""},
{SCE_PASS_DIFFUSE_COLOR, "DIFFUSE_COLOR", 0, "Diffuse Color", ""},
{SCE_PASS_GLOSSY_DIRECT, "GLOSSY_DIRECT", 0, "Glossy Direct", ""},
{SCE_PASS_GLOSSY_INDIRECT, "GLOSSY_INDIRECT", 0, "Glossy Indirect", ""},
{SCE_PASS_GLOSSY_COLOR, "GLOSSY_COLOR", 0, "Glossy Color", ""},
{SCE_PASS_TRANSM_DIRECT, "TRANSMISSION_DIRECT", 0, "Transmission Direct", ""},
{SCE_PASS_TRANSM_INDIRECT, "TRANSMISSION_INDIRECT", 0, "Transmission Indirect", ""},
{SCE_PASS_TRANSM_COLOR, "TRANSMISSION_COLOR", 0, "Transmission Color", ""},
{SCE_PASS_SUBSURFACE_DIRECT, "SUBSURFACE_DIRECT", 0, "Subsurface Direct", ""},
{SCE_PASS_SUBSURFACE_INDIRECT, "SUBSURFACE_INDIRECT", 0, "Subsurface Indirect", ""},
{SCE_PASS_SUBSURFACE_COLOR, "SUBSURFACE_COLOR", 0, "Subsurface Color", ""},
#ifdef WITH_CYCLES_DEBUG
{SCE_PASS_DEBUG, "DEBUG", 0, "Pass used for render engine debugging", ""},
#endif
{0, NULL, 0, NULL, NULL},
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
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};
const EnumPropertyItem rna_enum_bake_pass_type_items[] = {
{SCE_PASS_COMBINED, "COMBINED", 0, "Combined", ""},
{SCE_PASS_AO, "AO", 0, "Ambient Occlusion", ""},
{SCE_PASS_SHADOW, "SHADOW", 0, "Shadow", ""},
{SCE_PASS_NORMAL, "NORMAL", 0, "Normal", ""},
{SCE_PASS_UV, "UV", 0, "UV", ""},
{SCE_PASS_ROUGHNESS, "ROUGHNESS", 0, "ROUGHNESS", ""},
{SCE_PASS_EMIT, "EMIT", 0, "Emit", ""},
{SCE_PASS_ENVIRONMENT, "ENVIRONMENT", 0, "Environment", ""},
{SCE_PASS_DIFFUSE_COLOR, "DIFFUSE", 0, "Diffuse", ""},
{SCE_PASS_GLOSSY_COLOR, "GLOSSY", 0, "Glossy", ""},
{SCE_PASS_TRANSM_COLOR, "TRANSMISSION", 0, "Transmission", ""},
{0, NULL, 0, NULL, NULL},
};
#ifdef RNA_RUNTIME
# include "MEM_guardedalloc.h"
# include "RNA_access.h"
# include "BKE_context.h"
# include "BKE_report.h"
# include "GPU_capabilities.h"
# include "GPU_shader.h"
# include "IMB_colormanagement.h"
# include "DEG_depsgraph_query.h"
/* RenderEngine Callbacks */
static void engine_tag_redraw(RenderEngine *engine)
{
engine->flag |= RE_ENGINE_DO_DRAW;
}
static void engine_tag_update(RenderEngine *engine)
{
engine->flag |= RE_ENGINE_DO_UPDATE;
}
static bool engine_support_display_space_shader(RenderEngine *UNUSED(engine), Scene *scene)
{
return IMB_colormanagement_support_glsl_draw(&scene->view_settings);
}
static int engine_get_preview_pixel_size(RenderEngine *UNUSED(engine), Scene *scene)
{
return BKE_render_preview_pixel_size(&scene->r);
}
static void engine_bind_display_space_shader(RenderEngine *UNUSED(engine), Scene *UNUSED(scene))
{
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE);
GPU_shader_bind(shader);
int img_loc = GPU_shader_get_uniform(shader, "image");
GPU_shader_uniform_int(shader, img_loc, 0);
}
static void engine_unbind_display_space_shader(RenderEngine *UNUSED(engine))
{
GPU_shader_unbind();
}
static void engine_update(RenderEngine *engine, Main *bmain, Depsgraph *depsgraph)
{
extern FunctionRNA rna_RenderEngine_update_func;
PointerRNA ptr;
ParameterList list;
FunctionRNA *func;
RNA_pointer_create(NULL, engine->type->rna_ext.srna, engine, &ptr);
func = &rna_RenderEngine_update_func;
RNA_parameter_list_create(&list, &ptr, func);
RNA_parameter_set_lookup(&list, "data", &bmain);
RNA_parameter_set_lookup(&list, "depsgraph", &depsgraph);
engine->type->rna_ext.call(NULL, &ptr, func, &list);
RNA_parameter_list_free(&list);
}
static void engine_render(RenderEngine *engine, Depsgraph *depsgraph)
{
extern FunctionRNA rna_RenderEngine_render_func;
PointerRNA ptr;
ParameterList list;
FunctionRNA *func;
RNA_pointer_create(NULL, engine->type->rna_ext.srna, engine, &ptr);
func = &rna_RenderEngine_render_func;
RNA_parameter_list_create(&list, &ptr, func);
RNA_parameter_set_lookup(&list, "depsgraph", &depsgraph);
engine->type->rna_ext.call(NULL, &ptr, func, &list);
RNA_parameter_list_free(&list);
}
static void engine_bake(RenderEngine *engine,
struct Depsgraph *depsgraph,
struct Object *object,
const int pass_type,
const int pass_filter,
const int width,
const int height)
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
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{
extern FunctionRNA rna_RenderEngine_bake_func;
PointerRNA ptr;
ParameterList list;
FunctionRNA *func;
RNA_pointer_create(NULL, engine->type->rna_ext.srna, engine, &ptr);
func = &rna_RenderEngine_bake_func;
RNA_parameter_list_create(&list, &ptr, func);
RNA_parameter_set_lookup(&list, "depsgraph", &depsgraph);
RNA_parameter_set_lookup(&list, "object", &object);
RNA_parameter_set_lookup(&list, "pass_type", &pass_type);
RNA_parameter_set_lookup(&list, "pass_filter", &pass_filter);
RNA_parameter_set_lookup(&list, "width", &width);
RNA_parameter_set_lookup(&list, "height", &height);
engine->type->rna_ext.call(NULL, &ptr, func, &list);
RNA_parameter_list_free(&list);
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
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}
static void engine_view_update(RenderEngine *engine,
const struct bContext *context,
Depsgraph *depsgraph)
{
extern FunctionRNA rna_RenderEngine_view_update_func;
PointerRNA ptr;
ParameterList list;
FunctionRNA *func;
RNA_pointer_create(NULL, engine->type->rna_ext.srna, engine, &ptr);
func = &rna_RenderEngine_view_update_func;
RNA_parameter_list_create(&list, &ptr, func);
RNA_parameter_set_lookup(&list, "context", &context);
RNA_parameter_set_lookup(&list, "depsgraph", &depsgraph);
engine->type->rna_ext.call(NULL, &ptr, func, &list);
RNA_parameter_list_free(&list);
}
static void engine_view_draw(RenderEngine *engine,
const struct bContext *context,
Depsgraph *depsgraph)
{
extern FunctionRNA rna_RenderEngine_view_draw_func;
PointerRNA ptr;
ParameterList list;
FunctionRNA *func;
RNA_pointer_create(NULL, engine->type->rna_ext.srna, engine, &ptr);
func = &rna_RenderEngine_view_draw_func;
RNA_parameter_list_create(&list, &ptr, func);
RNA_parameter_set_lookup(&list, "context", &context);
RNA_parameter_set_lookup(&list, "depsgraph", &depsgraph);
engine->type->rna_ext.call(NULL, &ptr, func, &list);
RNA_parameter_list_free(&list);
}
static void engine_update_script_node(RenderEngine *engine,
struct bNodeTree *ntree,
struct bNode *node)
{
extern FunctionRNA rna_RenderEngine_update_script_node_func;
PointerRNA ptr, nodeptr;
ParameterList list;
FunctionRNA *func;
RNA_pointer_create(NULL, engine->type->rna_ext.srna, engine, &ptr);
RNA_pointer_create((ID *)ntree, &RNA_Node, node, &nodeptr);
func = &rna_RenderEngine_update_script_node_func;
RNA_parameter_list_create(&list, &ptr, func);
RNA_parameter_set_lookup(&list, "node", &nodeptr);
engine->type->rna_ext.call(NULL, &ptr, func, &list);
RNA_parameter_list_free(&list);
}
static void engine_update_render_passes(RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer)
{
extern FunctionRNA rna_RenderEngine_update_render_passes_func;
PointerRNA ptr;
ParameterList list;
FunctionRNA *func;
RNA_pointer_create(NULL, engine->type->rna_ext.srna, engine, &ptr);
func = &rna_RenderEngine_update_render_passes_func;
RNA_parameter_list_create(&list, &ptr, func);
RNA_parameter_set_lookup(&list, "scene", &scene);
RNA_parameter_set_lookup(&list, "renderlayer", &view_layer);
engine->type->rna_ext.call(NULL, &ptr, func, &list);
RNA_parameter_list_free(&list);
}
/* RenderEngine registration */
static void rna_RenderEngine_unregister(Main *bmain, StructRNA *type)
{
RenderEngineType *et = RNA_struct_blender_type_get(type);
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if (!et) {
return;
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}
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RE_FreeAllPersistentData();
RNA_struct_free_extension(type, &et->rna_ext);
RNA_struct_free(&BLENDER_RNA, type);
BLI_freelinkN(&R_engines, et);
/* Stop all renders in case we were using this one. */
ED_render_engine_changed(bmain, false);
}
static StructRNA *rna_RenderEngine_register(Main *bmain,
ReportList *reports,
void *data,
const char *identifier,
StructValidateFunc validate,
StructCallbackFunc call,
StructFreeFunc free)
{
RenderEngineType *et, dummyet = {NULL};
RenderEngine dummyengine = {NULL};
PointerRNA dummyptr;
int have_function[8];
/* setup dummy engine & engine type to store static properties in */
dummyengine.type = &dummyet;
dummyet.flag |= RE_USE_SHADING_NODES_CUSTOM;
RNA_pointer_create(NULL, &RNA_RenderEngine, &dummyengine, &dummyptr);
/* validate the python class */
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if (validate(&dummyptr, data, have_function) != 0) {
return NULL;
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}
if (strlen(identifier) >= sizeof(dummyet.idname)) {
BKE_reportf(reports,
RPT_ERROR,
"Registering render engine class: '%s' is too long, maximum length is %d",
identifier,
(int)sizeof(dummyet.idname));
return NULL;
}
/* check if we have registered this engine type before, and remove it */
for (et = R_engines.first; et; et = et->next) {
if (STREQ(et->idname, dummyet.idname)) {
if (et->rna_ext.srna) {
rna_RenderEngine_unregister(bmain, et->rna_ext.srna);
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}
break;
}
}
/* create a new engine type */
et = MEM_mallocN(sizeof(RenderEngineType), "python render engine");
memcpy(et, &dummyet, sizeof(dummyet));
et->rna_ext.srna = RNA_def_struct_ptr(&BLENDER_RNA, et->idname, &RNA_RenderEngine);
et->rna_ext.data = data;
et->rna_ext.call = call;
et->rna_ext.free = free;
RNA_struct_blender_type_set(et->rna_ext.srna, et);
et->update = (have_function[0]) ? engine_update : NULL;
et->render = (have_function[1]) ? engine_render : NULL;
et->bake = (have_function[2]) ? engine_bake : NULL;
et->view_update = (have_function[3]) ? engine_view_update : NULL;
et->view_draw = (have_function[4]) ? engine_view_draw : NULL;
et->update_script_node = (have_function[5]) ? engine_update_script_node : NULL;
et->update_render_passes = (have_function[6]) ? engine_update_render_passes : NULL;
RE_engines_register(et);
return et->rna_ext.srna;
}
static void **rna_RenderEngine_instance(PointerRNA *ptr)
{
RenderEngine *engine = ptr->data;
return &engine->py_instance;
}
static StructRNA *rna_RenderEngine_refine(PointerRNA *ptr)
{
RenderEngine *engine = (RenderEngine *)ptr->data;
return (engine->type && engine->type->rna_ext.srna) ? engine->type->rna_ext.srna :
&RNA_RenderEngine;
}
static PointerRNA rna_RenderEngine_render_get(PointerRNA *ptr)
{
RenderEngine *engine = (RenderEngine *)ptr->data;
if (engine->re) {
RenderData *r = RE_engine_get_render_data(engine->re);
return rna_pointer_inherit_refine(ptr, &RNA_RenderSettings, r);
}
else {
return rna_pointer_inherit_refine(ptr, &RNA_RenderSettings, NULL);
}
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
static PointerRNA rna_RenderEngine_camera_override_get(PointerRNA *ptr)
{
RenderEngine *engine = (RenderEngine *)ptr->data;
/* TODO(sergey): Shouldn't engine point to an evaluated datablocks already? */
if (engine->re) {
Object *cam = RE_GetCamera(engine->re);
Object *cam_eval = DEG_get_evaluated_object(engine->depsgraph, cam);
return rna_pointer_inherit_refine(ptr, &RNA_Object, cam_eval);
}
else {
return rna_pointer_inherit_refine(ptr, &RNA_Object, engine->camera_override);
}
}
static void rna_RenderEngine_engine_frame_set(RenderEngine *engine, int frame, float subframe)
{
# ifdef WITH_PYTHON
BPy_BEGIN_ALLOW_THREADS;
# endif
RE_engine_frame_set(engine, frame, subframe);
# ifdef WITH_PYTHON
BPy_END_ALLOW_THREADS;
# endif
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
static void rna_RenderResult_views_begin(CollectionPropertyIterator *iter, PointerRNA *ptr)
{
RenderResult *rr = (RenderResult *)ptr->data;
rna_iterator_listbase_begin(iter, &rr->views, NULL);
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
static void rna_RenderResult_layers_begin(CollectionPropertyIterator *iter, PointerRNA *ptr)
{
RenderResult *rr = (RenderResult *)ptr->data;
rna_iterator_listbase_begin(iter, &rr->layers, NULL);
}
static void rna_RenderResult_stamp_data_add_field(RenderResult *rr,
const char *field,
const char *value)
{
BKE_render_result_stamp_data(rr, field, value);
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
static void rna_RenderLayer_passes_begin(CollectionPropertyIterator *iter, PointerRNA *ptr)
{
RenderLayer *rl = (RenderLayer *)ptr->data;
rna_iterator_listbase_begin(iter, &rl->passes, NULL);
}
static int rna_RenderPass_rect_get_length(PointerRNA *ptr, int length[RNA_MAX_ARRAY_DIMENSION])
{
RenderPass *rpass = (RenderPass *)ptr->data;
length[0] = rpass->rectx * rpass->recty;
length[1] = rpass->channels;
return length[0] * length[1];
}
static void rna_RenderPass_rect_get(PointerRNA *ptr, float *values)
{
RenderPass *rpass = (RenderPass *)ptr->data;
memcpy(values, rpass->rect, sizeof(float) * rpass->rectx * rpass->recty * rpass->channels);
}
void rna_RenderPass_rect_set(PointerRNA *ptr, const float *values)
{
RenderPass *rpass = (RenderPass *)ptr->data;
memcpy(rpass->rect, values, sizeof(float) * rpass->rectx * rpass->recty * rpass->channels);
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
static RenderPass *rna_RenderPass_find_by_type(RenderLayer *rl, int passtype, const char *view)
{
return RE_pass_find_by_type(rl, passtype, view);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
}
static RenderPass *rna_RenderPass_find_by_name(RenderLayer *rl, const char *name, const char *view)
{
return RE_pass_find_by_name(rl, name, view);
}
#else /* RNA_RUNTIME */
static void rna_def_render_engine(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
FunctionRNA *func;
PropertyRNA *parm;
static const EnumPropertyItem render_pass_type_items[] = {
{SOCK_FLOAT, "VALUE", 0, "Value", ""},
{SOCK_VECTOR, "VECTOR", 0, "Vector", ""},
{SOCK_RGBA, "COLOR", 0, "Color", ""},
{0, NULL, 0, NULL, NULL},
};
srna = RNA_def_struct(brna, "RenderEngine", NULL);
RNA_def_struct_sdna(srna, "RenderEngine");
RNA_def_struct_ui_text(srna, "Render Engine", "Render engine");
RNA_def_struct_refine_func(srna, "rna_RenderEngine_refine");
RNA_def_struct_register_funcs(srna,
"rna_RenderEngine_register",
"rna_RenderEngine_unregister",
"rna_RenderEngine_instance");
/* final render callbacks */
func = RNA_def_function(srna, "update", NULL);
RNA_def_function_ui_description(func, "Export scene data for render");
RNA_def_function_flag(func, FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE);
RNA_def_pointer(func, "data", "BlendData", "", "");
RNA_def_pointer(func, "depsgraph", "Depsgraph", "", "");
func = RNA_def_function(srna, "render", NULL);
RNA_def_function_ui_description(func, "Render scene into an image");
RNA_def_function_flag(func, FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE);
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(srna, "bake", NULL);
RNA_def_function_ui_description(func, "Bake passes");
RNA_def_function_flag(func, FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE);
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(func, "object", "Object", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_enum(func, "pass_type", rna_enum_bake_pass_type_items, 0, "Pass", "Pass to bake");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_int(func,
"pass_filter",
0,
0,
INT_MAX,
"Pass Filter",
"Filter to combined, diffuse, glossy and transmission passes",
0,
INT_MAX);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_int(func, "width", 0, 0, INT_MAX, "Width", "Image width", 0, INT_MAX);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_int(func, "height", 0, 0, INT_MAX, "Height", "Image height", 0, INT_MAX);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
/* viewport render callbacks */
func = RNA_def_function(srna, "view_update", NULL);
RNA_def_function_ui_description(func, "Update on data changes for viewport render");
RNA_def_function_flag(func, FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE);
parm = RNA_def_pointer(func, "context", "Context", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(srna, "view_draw", NULL);
RNA_def_function_ui_description(func, "Draw viewport render");
RNA_def_function_flag(func, FUNC_REGISTER_OPTIONAL);
parm = RNA_def_pointer(func, "context", "Context", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
/* shader script callbacks */
func = RNA_def_function(srna, "update_script_node", NULL);
RNA_def_function_ui_description(func, "Compile shader script node");
RNA_def_function_flag(func, FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE);
parm = RNA_def_pointer(func, "node", "Node", "", "");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
func = RNA_def_function(srna, "update_render_passes", NULL);
RNA_def_function_ui_description(func, "Update the render passes that will be generated");
RNA_def_function_flag(func, FUNC_REGISTER_OPTIONAL | FUNC_ALLOW_WRITE);
parm = RNA_def_pointer(func, "scene", "Scene", "", "");
parm = RNA_def_pointer(func, "renderlayer", "ViewLayer", "", "");
/* tag for redraw */
func = RNA_def_function(srna, "tag_redraw", "engine_tag_redraw");
RNA_def_function_ui_description(func, "Request redraw for viewport rendering");
/* tag for update */
func = RNA_def_function(srna, "tag_update", "engine_tag_update");
RNA_def_function_ui_description(func, "Request update call for viewport rendering");
func = RNA_def_function(srna, "begin_result", "RE_engine_begin_result");
RNA_def_function_ui_description(
func, "Create render result to write linear floating-point render layers and passes");
parm = RNA_def_int(func, "x", 0, 0, INT_MAX, "X", "", 0, INT_MAX);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_int(func, "y", 0, 0, INT_MAX, "Y", "", 0, INT_MAX);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_int(func, "w", 0, 0, INT_MAX, "Width", "", 0, INT_MAX);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_int(func, "h", 0, 0, INT_MAX, "Height", "", 0, INT_MAX);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_string(
func, "layer", NULL, 0, "Layer", "Single layer to get render result for"); /* NULL ok here */
RNA_def_string(
func, "view", NULL, 0, "View", "Single view to get render result for"); /* NULL ok here */
parm = RNA_def_pointer(func, "result", "RenderResult", "Result", "");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "update_result", "RE_engine_update_result");
RNA_def_function_ui_description(
func, "Signal that pixels have been updated and can be redrawn in the user interface");
parm = RNA_def_pointer(func, "result", "RenderResult", "Result", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(srna, "end_result", "RE_engine_end_result");
RNA_def_function_ui_description(func,
"All pixels in the render result have been set and are final");
parm = RNA_def_pointer(func, "result", "RenderResult", "Result", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_boolean(
func, "cancel", 0, "Cancel", "Don't mark tile as done, don't merge results unless forced");
RNA_def_boolean(func, "highlight", 0, "Highlight", "Don't mark tile as done yet");
RNA_def_boolean(
func, "do_merge_results", 0, "Merge Results", "Merge results even if cancel=true");
func = RNA_def_function(srna, "add_pass", "RE_engine_add_pass");
RNA_def_function_ui_description(func, "Add a pass to the render layer");
parm = RNA_def_string(
func, "name", NULL, 0, "Name", "Name of the Pass, without view or channel tag");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_int(func, "channels", 0, 0, INT_MAX, "Channels", "", 0, INT_MAX);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_string(
func, "chan_id", NULL, 0, "Channel IDs", "Channel names, one character per channel");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_string(
func, "layer", NULL, 0, "Layer", "Single layer to add render pass to"); /* NULL ok here */
func = RNA_def_function(srna, "get_result", "RE_engine_get_result");
RNA_def_function_ui_description(func, "Get final result for non-pixel operations");
parm = RNA_def_pointer(func, "result", "RenderResult", "Result", "");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "test_break", "RE_engine_test_break");
RNA_def_function_ui_description(func,
"Test if the render operation should been canceled, this is a "
"fast call that should be used regularly for responsiveness");
parm = RNA_def_boolean(func, "do_break", 0, "Break", "");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "active_view_get", "RE_engine_active_view_get");
parm = RNA_def_string(func, "view", NULL, 0, "View", "Single view active");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "active_view_set", "RE_engine_active_view_set");
parm = RNA_def_string(
func, "view", NULL, 0, "View", "Single view to set as active"); /* NULL ok here */
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(srna, "camera_shift_x", "RE_engine_get_camera_shift_x");
parm = RNA_def_pointer(func, "camera", "Object", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_boolean(func, "use_spherical_stereo", 0, "Spherical Stereo", "");
parm = RNA_def_float(func, "shift_x", 0.0f, 0.0f, FLT_MAX, "Shift X", "", 0.0f, FLT_MAX);
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "camera_model_matrix", "RE_engine_get_camera_model_matrix");
parm = RNA_def_pointer(func, "camera", "Object", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_boolean(func, "use_spherical_stereo", 0, "Spherical Stereo", "");
parm = RNA_def_float_matrix(func,
"r_model_matrix",
4,
4,
NULL,
0.0f,
0.0f,
"Model Matrix",
"Normalized camera model matrix",
0.0f,
0.0f);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_function_output(func, parm);
func = RNA_def_function(srna, "use_spherical_stereo", "RE_engine_get_spherical_stereo");
parm = RNA_def_pointer(func, "camera", "Object", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_boolean(func, "use_spherical_stereo", 0, "Spherical Stereo", "");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "update_stats", "RE_engine_update_stats");
RNA_def_function_ui_description(func, "Update and signal to redraw render status text");
parm = RNA_def_string(func, "stats", NULL, 0, "Stats", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_string(func, "info", NULL, 0, "Info", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(srna, "frame_set", "rna_RenderEngine_engine_frame_set");
RNA_def_function_ui_description(func, "Evaluate scene at a different frame (for motion blur)");
parm = RNA_def_int(func, "frame", 0, INT_MIN, INT_MAX, "Frame", "", INT_MIN, INT_MAX);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_float(func, "subframe", 0.0f, 0.0f, 1.0f, "Subframe", "", 0.0f, 1.0f);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(srna, "update_progress", "RE_engine_update_progress");
RNA_def_function_ui_description(func, "Update progress percentage of render");
parm = RNA_def_float(
func, "progress", 0, 0.0f, 1.0f, "", "Percentage of render that's done", 0.0f, 1.0f);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(srna, "update_memory_stats", "RE_engine_update_memory_stats");
RNA_def_function_ui_description(func, "Update memory usage statistics");
RNA_def_float(func,
"memory_used",
0,
0.0f,
FLT_MAX,
"",
"Current memory usage in megabytes",
0.0f,
FLT_MAX);
RNA_def_float(
func, "memory_peak", 0, 0.0f, FLT_MAX, "", "Peak memory usage in megabytes", 0.0f, FLT_MAX);
func = RNA_def_function(srna, "report", "RE_engine_report");
RNA_def_function_ui_description(func, "Report info, warning or error messages");
parm = RNA_def_enum_flag(func, "type", rna_enum_wm_report_items, 0, "Type", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_string(func, "message", NULL, 0, "Report Message", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(srna, "error_set", "RE_engine_set_error_message");
RNA_def_function_ui_description(func,
"Set error message displaying after the render is finished");
parm = RNA_def_string(func, "message", NULL, 0, "Report Message", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(srna, "bind_display_space_shader", "engine_bind_display_space_shader");
RNA_def_function_ui_description(func,
"Bind GLSL fragment shader that converts linear colors to "
"display space colors using scene color management settings");
parm = RNA_def_pointer(func, "scene", "Scene", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(
srna, "unbind_display_space_shader", "engine_unbind_display_space_shader");
RNA_def_function_ui_description(
func, "Unbind GLSL display space shader, must always be called after binding the shader");
func = RNA_def_function(
srna, "support_display_space_shader", "engine_support_display_space_shader");
RNA_def_function_ui_description(func,
"Test if GLSL display space shader is supported for the "
"combination of graphics card and scene settings");
parm = RNA_def_pointer(func, "scene", "Scene", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_boolean(func, "supported", 0, "Supported", "");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "get_preview_pixel_size", "engine_get_preview_pixel_size");
RNA_def_function_ui_description(func,
"Get the pixel size that should be used for preview rendering");
parm = RNA_def_pointer(func, "scene", "Scene", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_int(func, "pixel_size", 0, 1, 8, "Pixel Size", "", 1, 8);
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "free_blender_memory", "RE_engine_free_blender_memory");
RNA_def_function_ui_description(func, "Free Blender side memory of render engine");
RNA_define_verify_sdna(0);
prop = RNA_def_property(srna, "is_animation", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", RE_ENGINE_ANIMATION);
prop = RNA_def_property(srna, "is_preview", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", RE_ENGINE_PREVIEW);
prop = RNA_def_property(srna, "camera_override", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_funcs(prop, "rna_RenderEngine_camera_override_get", NULL, NULL, NULL);
RNA_def_property_struct_type(prop, "Object");
prop = RNA_def_property(srna, "layer_override", PROP_BOOLEAN, PROP_LAYER_MEMBER);
RNA_def_property_boolean_sdna(prop, NULL, "layer_override", 1);
RNA_def_property_array(prop, 20);
prop = RNA_def_property(srna, "tile_x", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_sdna(prop, NULL, "tile_x");
prop = RNA_def_property(srna, "tile_y", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_sdna(prop, NULL, "tile_y");
prop = RNA_def_property(srna, "resolution_x", PROP_INT, PROP_PIXEL);
RNA_def_property_int_sdna(prop, NULL, "resolution_x");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "resolution_y", PROP_INT, PROP_PIXEL);
RNA_def_property_int_sdna(prop, NULL, "resolution_y");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
/* Render Data */
prop = RNA_def_property(srna, "render", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "RenderSettings");
RNA_def_property_pointer_funcs(prop, "rna_RenderEngine_render_get", NULL, NULL, NULL);
RNA_def_property_ui_text(prop, "Render Data", "");
prop = RNA_def_property(srna, "use_highlight_tiles", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", RE_ENGINE_HIGHLIGHT_TILES);
func = RNA_def_function(srna, "register_pass", "RE_engine_register_pass");
RNA_def_function_ui_description(
func, "Register a render pass that will be part of the render with the current settings");
parm = RNA_def_pointer(func, "scene", "Scene", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(func, "view_layer", "ViewLayer", "", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_string(func, "name", NULL, MAX_NAME, "Name", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_int(func, "channels", 1, 1, 8, "Channels", "", 1, 4);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_string(func, "chanid", NULL, 8, "Channel IDs", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_enum(func, "type", render_pass_type_items, SOCK_FLOAT, "Type", "");
RNA_def_property_enum_native_type(parm, "eNodeSocketDatatype");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
/* registration */
prop = RNA_def_property(srna, "bl_idname", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "type->idname");
RNA_def_property_flag(prop, PROP_REGISTER);
prop = RNA_def_property(srna, "bl_label", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "type->name");
RNA_def_property_flag(prop, PROP_REGISTER);
prop = RNA_def_property(srna, "bl_use_preview", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_PREVIEW);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
RNA_def_property_ui_text(
prop,
"Use Preview Render",
"Render engine supports being used for rendering previews of materials, lights and worlds");
prop = RNA_def_property(srna, "bl_use_postprocess", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "type->flag", RE_USE_POSTPROCESS);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
RNA_def_property_ui_text(prop, "Use Post Processing", "Apply compositing on render results");
prop = RNA_def_property(srna, "bl_use_eevee_viewport", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_EEVEE_VIEWPORT);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
RNA_def_property_ui_text(
prop, "Use Eevee Viewport", "Uses Eevee for viewport shading in LookDev shading mode");
prop = RNA_def_property(srna, "bl_use_gpu_context", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_GPU_CONTEXT);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
RNA_def_property_ui_text(
prop,
"Use GPU Context",
"Enable OpenGL context for the render method, for engines that render using OpenGL");
prop = RNA_def_property(srna, "bl_use_shading_nodes_custom", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_SHADING_NODES_CUSTOM);
RNA_def_property_boolean_default(prop, true);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
RNA_def_property_ui_text(prop,
"Use Custom Shading Nodes",
"Don't expose Cycles and Eevee shading nodes in the node editor user "
"interface, so own nodes can be used instead");
prop = RNA_def_property(srna, "bl_use_save_buffers", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_SAVE_BUFFERS);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
RNA_def_property_ui_text(
prop, "Use Save Buffers", "Support render to an on disk buffer during rendering");
prop = RNA_def_property(srna, "bl_use_spherical_stereo", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_SPHERICAL_STEREO);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
RNA_def_property_ui_text(prop, "Use Spherical Stereo", "Support spherical stereo camera models");
prop = RNA_def_property(srna, "bl_use_stereo_viewport", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_STEREO_VIEWPORT);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
RNA_def_property_ui_text(prop, "Use Stereo Viewport", "Support rendering stereo 3D viewport");
RNA_define_verify_sdna(1);
}
static void rna_def_render_result(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
FunctionRNA *func;
PropertyRNA *parm;
srna = RNA_def_struct(brna, "RenderResult", NULL);
RNA_def_struct_ui_text(
srna, "Render Result", "Result of rendering, including all layers and passes");
func = RNA_def_function(srna, "load_from_file", "RE_result_load_from_file");
RNA_def_function_ui_description(func,
"Copies the pixels of this render result from an image file");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
parm = RNA_def_string_file_name(
func,
"filename",
NULL,
FILE_MAX,
"File Name",
"Filename to load into this render tile, must be no smaller than "
"the render result");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
func = RNA_def_function(srna, "stamp_data_add_field", "rna_RenderResult_stamp_data_add_field");
RNA_def_function_ui_description(func, "Add engine-specific stamp data to the result");
parm = RNA_def_string(func, "field", NULL, 1024, "Field", "Name of the stamp field to add");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_string(func, "value", NULL, 0, "Value", "Value of the stamp data");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_define_verify_sdna(0);
prop = RNA_def_property(srna, "resolution_x", PROP_INT, PROP_PIXEL);
RNA_def_property_int_sdna(prop, NULL, "rectx");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "resolution_y", PROP_INT, PROP_PIXEL);
RNA_def_property_int_sdna(prop, NULL, "recty");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "layers", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_type(prop, "RenderLayer");
RNA_def_property_collection_funcs(prop,
"rna_RenderResult_layers_begin",
"rna_iterator_listbase_next",
"rna_iterator_listbase_end",
"rna_iterator_listbase_get",
NULL,
NULL,
NULL,
NULL);
prop = RNA_def_property(srna, "views", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_type(prop, "RenderView");
RNA_def_property_collection_funcs(prop,
"rna_RenderResult_views_begin",
"rna_iterator_listbase_next",
"rna_iterator_listbase_end",
"rna_iterator_listbase_get",
NULL,
NULL,
NULL,
NULL);
RNA_define_verify_sdna(1);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
}
static void rna_def_render_view(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
srna = RNA_def_struct(brna, "RenderView", NULL);
RNA_def_struct_ui_text(srna, "Render View", "");
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
RNA_define_verify_sdna(0);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
prop = RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "name");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_struct_name_property(srna, prop);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
RNA_define_verify_sdna(1);
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
static void rna_def_render_passes(BlenderRNA *brna, PropertyRNA *cprop)
{
StructRNA *srna;
FunctionRNA *func;
PropertyRNA *parm;
RNA_def_property_srna(cprop, "RenderPasses");
srna = RNA_def_struct(brna, "RenderPasses", NULL);
RNA_def_struct_sdna(srna, "RenderLayer");
RNA_def_struct_ui_text(srna, "Render Passes", "Collection of render passes");
func = RNA_def_function(srna, "find_by_type", "rna_RenderPass_find_by_type");
RNA_def_function_ui_description(func, "Get the render pass for a given type and view");
parm = RNA_def_enum(
func, "pass_type", rna_enum_render_pass_type_items, SCE_PASS_COMBINED, "Pass", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_string(
func, "view", NULL, 0, "View", "Render view to get pass from"); /* NULL ok here */
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(func, "render_pass", "RenderPass", "", "The matching render pass");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "find_by_name", "rna_RenderPass_find_by_name");
RNA_def_function_ui_description(func, "Get the render pass for a given name and view");
parm = RNA_def_string(func, "name", RE_PASSNAME_COMBINED, 0, "Pass", "");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_string(
func, "view", NULL, 0, "View", "Render view to get pass from"); /* NULL ok here */
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(func, "render_pass", "RenderPass", "", "The matching render pass");
RNA_def_function_return(func, parm);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
}
static void rna_def_render_layer(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
FunctionRNA *func;
PropertyRNA *parm;
srna = RNA_def_struct(brna, "RenderLayer", NULL);
RNA_def_struct_ui_text(srna, "Render Layer", "");
func = RNA_def_function(srna, "load_from_file", "RE_layer_load_from_file");
RNA_def_function_ui_description(func,
"Copies the pixels of this renderlayer from an image file");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
parm = RNA_def_string(
func,
"filename",
NULL,
0,
"Filename",
"Filename to load into this render tile, must be no smaller than the renderlayer");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_int(func,
"x",
0,
0,
INT_MAX,
"Offset X",
"Offset the position to copy from if the image is larger than the render layer",
0,
INT_MAX);
RNA_def_int(func,
"y",
0,
0,
INT_MAX,
"Offset Y",
"Offset the position to copy from if the image is larger than the render layer",
0,
INT_MAX);
RNA_define_verify_sdna(0);
rna_def_view_layer_common(srna, false);
prop = RNA_def_property(srna, "passes", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_type(prop, "RenderPass");
RNA_def_property_collection_funcs(prop,
"rna_RenderLayer_passes_begin",
"rna_iterator_listbase_next",
"rna_iterator_listbase_end",
"rna_iterator_listbase_get",
NULL,
NULL,
NULL,
NULL);
rna_def_render_passes(brna, prop);
RNA_define_verify_sdna(1);
}
static void rna_def_render_pass(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "RenderPass", NULL);
RNA_def_struct_ui_text(srna, "Render Pass", "");
RNA_define_verify_sdna(0);
prop = RNA_def_property(srna, "fullname", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "fullname");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "name");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_struct_name_property(srna, prop);
prop = RNA_def_property(srna, "channel_id", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "chan_id");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "channels", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "channels");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "rect", PROP_FLOAT, PROP_NONE);
RNA_def_property_flag(prop, PROP_DYNAMIC);
RNA_def_property_multi_array(prop, 2, NULL);
RNA_def_property_dynamic_array_funcs(prop, "rna_RenderPass_rect_get_length");
RNA_def_property_float_funcs(prop, "rna_RenderPass_rect_get", "rna_RenderPass_rect_set", NULL);
prop = RNA_def_property(srna, "view_id", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "view_id");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_define_verify_sdna(1);
}
void RNA_def_render(BlenderRNA *brna)
{
rna_def_render_engine(brna);
rna_def_render_result(brna);
rna_def_render_view(brna);
rna_def_render_layer(brna);
rna_def_render_pass(brna);
}
#endif /* RNA_RUNTIME */