More work on render stuff!

- Scene support in RenderLayers
You now can indicate in Compositor to use RenderLayer(s) from other scenes.
Use the new dropdown menu in the "Render Result" node. It will change the
title of the node to indicate that.

The other Scenes are rendered fully separate, creating own databases (and
octrees) after the current scene was finished. They use their own render
settings, with as exception the render output size (and optional border).
This makes the option an interesting memory saver and speedup.

Also note that the render-results of other scenes are kept in memory while
you work. So, after a render, you can tweak all composit effects.

- Render Stats
Added an 'info string' to stats, printed in renderwindow header. It gives
info now on steps "creating database", "shadow buffers", and "octree".

- Bug fixes

Added redraw event for Image window, when using compositor render.

Text objects were not rendered using background render (probably a bug
since depsgraph was added)

Dropdown buttons in Node editor were not refreshed after usage

Sometimes render window did not open, this due to wrong check for 'esc'.

Removed option that renders view-layers on F12, with mouse in 3d window.
Not only was it confusing, it's now more efficient with the Preview Panel,
which does this nicely.
This commit is contained in:
2006-02-04 13:28:50 +00:00
parent e46b74d18e
commit 1db5c23716
15 changed files with 244 additions and 87 deletions

View File

@@ -223,7 +223,6 @@ extern bNodeType *node_all_composit[];
/* API */
struct CompBuf;
int ntreeCompositNeedsRender(struct bNodeTree *ntree);
void ntreeCompositTagRender(struct bNodeTree *ntree);
void ntreeCompositTagAnimated(struct bNodeTree *ntree);

View File

@@ -1624,7 +1624,12 @@ static void dag_object_time_update_flags(Object *ob)
ob->shapeflag &= ~OB_SHAPE_TEMPLOCK;
}
}
break;
break;
case OB_FONT:
cu= ob->data;
if(cu->nurb.first==NULL && cu->str && cu->vfont)
ob->recalc |= OB_RECALC_DATA;
break;
case OB_LATTICE:
lt= ob->data;
if(lt->key) {

View File

@@ -832,8 +832,13 @@ static CompBuf *compbuf_from_pass(RenderLayer *rl, int rectx, int recty, int pas
static void node_composit_exec_rresult(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
RenderResult *rr= RE_GetResult(RE_GetRender("Render"));
RenderResult *rr;
if(node->id && node->id!=&G.scene->id)
rr= RE_GetResult(RE_GetRender(node->id->name+2));
else
rr= RE_GetResult(RE_GetRender("Render"));
if(rr) {
RenderLayer *rl= BLI_findlink(&rr->layers, node->custom1);
if(rl) {
@@ -1406,18 +1411,31 @@ static bNodeSocketType cmp_node_alphaover_out[]= {
{ -1, 0, "" }
};
static void do_alphaover(bNode *node, float *out, float *src, float *dest)
static void do_alphaover(bNode *node, float *out, float *src, float *over)
{
float mul= 1.0f - dest[3];
if(mul<=0.0f) {
QUATCOPY(out, dest);
if(over[3]<=0.0f) {
QUATCOPY(out, src);
}
else if(over[3]>=1.0f) {
QUATCOPY(out, over);
}
else {
out[0]= (mul*src[0]) + dest[0];
out[1]= (mul*src[1]) + dest[1];
out[2]= (mul*src[2]) + dest[2];
out[3]= (mul*src[3]) + dest[3];
float mul= 1.0f - over[3];
/* handle case where backdrop has no alpha, but still color */
if(src[0]==0.0f) {
out[0]= over[0];
out[1]= (mul*src[1]) + over[1];
out[2]= (mul*src[2]) + over[2];
out[3]= (mul*src[3]) + over[3];
}
else {
out[0]= (mul*src[0]) + over[0];
out[1]= (mul*src[1]) + over[1];
out[2]= (mul*src[2]) + over[2];
out[3]= (mul*src[3]) + over[3];
}
}
}
@@ -2177,19 +2195,6 @@ bNodeType *node_all_composit[]= {
/* ******************* parse ************ */
/* helper call to detect if theres a render-result node */
int ntreeCompositNeedsRender(bNodeTree *ntree)
{
bNode *node;
if(ntree==NULL) return 1;
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==CMP_NODE_R_RESULT)
return 1;
}
return 0;
}
/* called from render pipeline, to tag render input and output */
void ntreeCompositTagRender(bNodeTree *ntree)

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@@ -291,13 +291,13 @@ void set_scene_bg(Scene *sce)
ob->ctime= -1234567.0; /* force ipo to be calculated later */
base= base->next;
}
// full animation update
scene_update_for_newframe(sce, sce->lay);
/* no full animation update, this to enable render code to work (render code calls own animation updates) */
/* do we need FRAMECHANGED in set_scene? */
// if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
}
/* called from creator.c */
void set_scene_name(char *name)
{
Scene *sce;
@@ -468,7 +468,7 @@ void scene_update_for_newframe(Scene *sce, unsigned int lay)
if(sce->theDag==NULL)
DAG_scene_sort(sce);
DAG_scene_update_flags(sce, lay); // only stuff that moves
DAG_scene_update_flags(sce, lay); // only stuff that moves or needs display still
for(base= sce->base.first; base; base= base->next) {
ob= base->object;

View File

@@ -688,8 +688,10 @@ static PyObject *Scene_makeCurrent( BPy_Scene * self )
{
Scene *scene = self->scene;
if( scene )
if( scene ) {
set_scene( scene );
scene_update_for_newframe(scene, scene->lay);
}
Py_INCREF( Py_None );
return Py_None;

View File

@@ -110,6 +110,7 @@ typedef struct RenderStats {
int totface, totvert, tothalo, totlamp, totpart;
short curfield, curblur, curpart, partsdone, convertdone;
double starttime, lastframetime;
char *infostr;
} RenderStats;

View File

@@ -2747,6 +2747,9 @@ void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view)
unsigned int lay;
re->scene= scene;
re->i.infostr= "Preparing Scene data";
re->stats_draw(&re->i);
/* XXX add test if dbase was filled already? */
@@ -2895,6 +2898,9 @@ void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view)
check_non_flat_quads(re);
set_normalflags(re);
re->i.infostr= "Creating Shadowbuffers";
re->stats_draw(&re->i);
/* SHADOW BUFFER */
for(go=re->lights.first; go; go= go->next) {
LampRen *lar= go->lampren;
@@ -2903,7 +2909,6 @@ void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view)
if(lar->shb) {
makeshadowbuf(re, lar);
}
re->stats_draw(&re->i);
}
/* yafray: 'direct' radiosity, environment maps and octree init not needed for yafray render */
@@ -2914,9 +2919,13 @@ void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view)
if(re->r.mode & R_RADIO) do_radio_render(re);
/* octree */
if(!re->test_break())
if(re->r.mode & R_RAYTRACE) makeoctree(re);
if(!re->test_break()) {
if(re->r.mode & R_RAYTRACE) {
re->i.infostr= "Filling Octree";
re->stats_draw(&re->i);
makeoctree(re);
}
}
/* ENVIRONMENT MAPS */
if(!re->test_break())
make_envmaps(re);
@@ -2931,6 +2940,8 @@ void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view)
else
re->i.convertdone= 1;
re->i.infostr= NULL;
re->stats_draw(&re->i);
}
static void database_fromscene_vectors(Render *re, Scene *scene)

View File

@@ -32,6 +32,7 @@
#include <stdlib.h>
#include "DNA_group_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
@@ -225,6 +226,7 @@ static RenderResult *new_render_result(Render *re, rcti *partrct, int crop)
/* check renderdata for amount of layers */
for(srl= re->r.layers.first; srl; srl= srl->next) {
rl= RE_callocN(sizeof(RenderLayer), "new render layer");
BLI_addtail(&rr->layers, rl);
@@ -268,6 +270,9 @@ static RenderResult *new_render_result(Render *re, rcti *partrct, int crop)
rl->passflag= SCE_PASS_COMBINED;
}
/* display active layer */
rr->renlay= BLI_findlink(&rr->layers, re->r.actlay);
return rr;
}
@@ -836,16 +841,91 @@ static void do_render_fields(Render *re)
}
static void ntree_render_scenes(Render *re)
static void do_render_scene_node(Render *re, Scene *sce)
{
SceneRenderLayer *srl;
Render *resc= RE_NewRender(sce->id.name+2);
for(srl= re->r.layers.first; srl; srl= srl->next) {
}
/* makes render result etc */
RE_InitState(resc, &sce->r, re->winx, re->winy, &re->disprect);
/* now use renderdata and camera to set viewplane */
RE_SetCamera(resc, sce->camera);
/* still unsure entity this... */
resc->scene= sce;
/* ensure scene has depsgraph, base flags etc OK. Warning... also sets G.scene */
set_scene_bg(sce);
/* copy callbacks */
resc->display_draw= re->display_draw;
resc->test_break= re->test_break;
resc->stats_draw= re->stats_draw;
if(resc->r.mode & R_FIELDS)
do_render_fields(resc);
else if(resc->r.mode & R_MBLUR)
do_render_blurred(resc, resc->r.cfra);
else
render_one_frame(resc);
}
static void do_render_final(Render *re, Scene *scene)
static void ntree_render_scenes(Render *re)
{
bNode *node;
if(re->scene->nodetree==NULL) return;
/* check for render-result nodes using other scenes, we tag them LIB_DOIT */
for(node= re->scene->nodetree->nodes.first; node; node= node->next) {
if(node->type==CMP_NODE_R_RESULT) {
if(node->id) {
if(node->id != (ID *)re->scene)
node->id->flag |= LIB_DOIT;
else
node->id->flag &= ~LIB_DOIT;
}
}
}
/* now foreach render-result node tagged we do a full render */
/* results are stored in a way compisitor will find it */
for(node= re->scene->nodetree->nodes.first; node; node= node->next) {
if(node->type==CMP_NODE_R_RESULT) {
if(node->id && node->id != (ID *)re->scene) {
if(node->id->flag & LIB_DOIT) {
do_render_scene_node(re, (Scene *)node->id);
node->id->flag &= ~LIB_DOIT;
}
}
}
}
/* still the global... */
if(G.scene!=re->scene)
set_scene_bg(re->scene);
}
/* helper call to detect if theres a render-result node */
int composite_needs_render(Scene *sce)
{
bNodeTree *ntree= sce->nodetree;
bNode *node;
if(ntree==NULL) return 1;
if(sce->use_nodes==0) return 1;
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==CMP_NODE_R_RESULT)
if(node->id==NULL || node->id!=&sce->id)
return 1;
}
return 0;
}
static void do_render_final(Render *re)
{
/* we set start time here, for main Blender loops */
re->i.starttime= PIL_check_seconds_timer();
@@ -856,14 +936,8 @@ static void do_render_final(Render *re, Scene *scene)
do_render_seq(re->result);
}
else {
/* first check if theres nodetree with render result */
int do_render= ntreeCompositNeedsRender(scene->nodetree);
/* but.. do we use nodes? */
if(scene->use_nodes==0) do_render= 1;
re->scene= scene;
if(do_render) {
if(composite_needs_render(re->scene)) {
/* now use renderdata and camera to set viewplane */
RE_SetCamera(re, re->scene->camera);
@@ -875,15 +949,16 @@ static void do_render_final(Render *re, Scene *scene)
render_one_frame(re);
}
if(!re->test_break()) {
/* checks if there are layer nodes that need scene */
ntree_render_scenes(re);
if(!re->test_break() && re->scene->nodetree) {
ntreeCompositTagRender(re->scene->nodetree);
ntreeCompositTagAnimated(re->scene->nodetree);
ntreeCompositTagRender(scene->nodetree);
ntreeCompositTagAnimated(scene->nodetree);
if(re->r.scemode & R_DOCOMP)
ntreeCompositExecTree(scene->nodetree, &re->r, G.background==0);
if(re->r.scemode & R_DOCOMP) {
/* checks if there are render-result nodes that need scene */
ntree_render_scenes(re);
ntreeCompositExecTree(re->scene->nodetree, &re->r, G.background==0);
}
}
}
@@ -999,7 +1074,7 @@ void RE_BlenderFrame(Render *re, Scene *scene, int frame)
G.rendering= 1;
if(render_initialize_from_scene(re, scene)) {
do_render_final(re, scene);
do_render_final(re);
}
}
@@ -1025,7 +1100,7 @@ void RE_BlenderAnim(Render *re, Scene *scene, int sfra, int efra)
for(scene->r.cfra= sfra; scene->r.cfra<=efra; scene->r.cfra++) {
re->r.cfra= scene->r.cfra; /* weak.... */
do_render_final(re, scene);
do_render_final(re);
/* write image or movie */
if(re->test_break()==0) {

View File

@@ -663,22 +663,77 @@ static int node_composit_buts_image(uiBlock *block, bNodeTree *ntree, bNode *nod
return 19;
}
static char *scene_layer_menu(void)
/* if we use render result from other scene, we make a nice title */
static void set_render_result_title(void *node_v, void *unused)
{
bNode *node= node_v;
Scene *sce;
SceneRenderLayer *srl;
char str[64];
if(node->id) {
BLI_strncpy(str, node->id->name+2, 21);
strcat(str, "|");
sce= (Scene *)node->id;
}
else {
str[0]= 0;
sce= G.scene;
}
srl= BLI_findlink(&sce->r.layers, node->custom1);
if(srl==NULL) {
node->custom1= 0;
srl= sce->r.layers.first;
}
strcat(str, srl->name);
BLI_strncpy(node->name, str, 32);
}
static char *scene_layer_menu(Scene *sce)
{
SceneRenderLayer *srl;
int len= 32 + 32*BLI_countlist(&G.scene->r.layers);
int len= 32 + 32*BLI_countlist(&sce->r.layers);
short a, nr;
char *str= MEM_callocN(len, "menu layers");
strcpy(str, "Active Layer %t");
a= strlen(str);
for(nr=0, srl= G.scene->r.layers.first; srl; srl= srl->next, nr++) {
for(nr=0, srl= sce->r.layers.first; srl; srl= srl->next, nr++) {
a+= sprintf(str+a, "|%s %%x%d", srl->name, nr);
}
return str;
}
static void node_browse_scene_cb(void *ntree_v, void *node_v)
{
bNodeTree *ntree= ntree_v;
bNode *node= node_v;
Scene *sce;
if(node->menunr<1) return;
if(node->id) {
node->id->us--;
node->id= NULL;
}
sce= BLI_findlink(&G.main->scene, node->menunr-1);
if(sce!=G.scene) {
node->id= &sce->id;
id_us_plus(node->id);
}
set_render_result_title(node, NULL);
nodeSetActive(ntree, node);
allqueue(REDRAWBUTSSHADING, 0);
allqueue(REDRAWNODE, 0);
NodeTagChanged(ntree, node);
node->menunr= 0;
}
static int node_composit_buts_renderresult(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *butr)
{
@@ -686,11 +741,22 @@ static int node_composit_buts_renderresult(uiBlock *block, bNodeTree *ntree, bNo
uiBut *bt;
char *strp;
strp= scene_layer_menu();
/* browse button scene */
uiBlockBeginAlign(block);
IDnames_to_pupstring(&strp, NULL, "", &(G.main->scene), NULL, NULL);
node->menunr= 0;
bt= uiDefButS(block, MENU, B_NOP, strp,
butr->xmin, butr->ymin, 20, 19,
&node->menunr, 0, 0, 0, 0, "Browse Scene to use RenderLayer from");
uiButSetFunc(bt, node_browse_scene_cb, ntree, node);
if(strp) MEM_freeN(strp);
/* browse button layer */
strp= scene_layer_menu(node->id?(Scene *)node->id:G.scene);
bt= uiDefButS(block, MENU, B_NODE_EXEC+node->nr, strp,
butr->xmin, butr->ymin, (butr->xmax-butr->xmin), 19,
butr->xmin+20, butr->ymin, (butr->xmax-butr->xmin)-20, 19,
&node->custom1, 0, 0, 0, 0, "Choose Render Layer");
uiButSetFunc(bt, node_but_title_cb, node, bt);
uiButSetFunc(bt, set_render_result_title, node, NULL);
MEM_freeN(strp);
}
return 19;

View File

@@ -128,7 +128,9 @@ void set_scene(Scene *sce) /* also see scene.c: set_scene_bg() */
sc= sc->id.next;
}
set_scene_bg(G.scene);
set_scene_bg(G.scene);
scene_update_for_newframe(G.scene, G.scene->lay);
set_radglobal();
/* complete redraw */

View File

@@ -1603,7 +1603,6 @@ static int node_uiDoBlocks(SpaceNode *snode, ListBase *lb, short event)
lb->first= lb->last= node->block;
retval= uiDoBlocks(lb, event);
((struct Link *)node->block)->prev= prev;
break;

View File

@@ -1263,9 +1263,12 @@ static int ui_do_but_MENU(uiBut *but)
ui_check_but(but);
/* no draw of button now, for floating panels the matrix now is invalid...
the button still is active, and will be redrawn in main loop to de-activate it */
/* but, if no hilites, we send redraw to queue */
if(but->flag & UI_NO_HILITE)
addqueue(but->block->winq, REDRAW, 1);
uibut_do_func(but);
/* return no existing event, because the menu sends events instead */
return -1;
}

View File

@@ -643,7 +643,7 @@ void calc_renderwin_rectangle(int rectx, int recty, int posmask, int renderpos_r
/* init renderwin, alloc/open/resize */
static void renderwin_init_display_cb(RenderResult *rr)
{
if (G.afbreek == 0) {
if (G.afbreek != 1) {
int rendersize[2], renderpos[2], imagesize[2];
calc_renderwin_rectangle(rr->rectx, rr->recty, G.winpos, renderpos, rendersize);
@@ -808,6 +808,9 @@ static void printrenderinfo_cb(RenderStats *rs)
BLI_timestr(rs->lastframetime, info_time_str);
spos+= sprintf(spos, " Time:%s ", info_time_str);
if(rs->infostr)
spos+= sprintf(spos, " | %s", rs->infostr);
if(render_win) {
if(render_win->render_text) MEM_freeN(render_win->render_text);
render_win->render_text= BLI_strdup(str);
@@ -1026,28 +1029,12 @@ void BIF_do_render(int anim)
}
}
/* if start render in 3d win, use layer from window (e.g also local view) */
if(curarea && curarea->spacetype==SPACE_VIEW3D) {
int lay= G.scene->lay;
/*
* if view is defined (might not be if called form script), check
* and set layers
*/
if(G.vd) {
if(G.vd->lay & 0xFF000000) // localview
G.scene->lay |= G.vd->lay;
else
G.scene->lay= G.vd->lay;
}
do_render(anim);
G.scene->lay= lay;
}
else do_render(anim);
do_render(anim);
if(G.scene->use_nodes)
if(G.scene->use_nodes) {
allqueue(REDRAWNODE, 1);
allqueue(REDRAWIMAGE, 1);
}
if (slink_flag) G.f |= G_DOSCRIPTLINKS;
if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_POSTRENDER);
}

View File

@@ -1993,7 +1993,7 @@ void do_build_seqar_cfra(ListBase *seqbase, Sequence ***seqar, int cfra)
int redisplay= (!G.background && !(G.rendering));
oldsce= G.scene;
if(seq->scene!=G.scene) set_scene_bg(seq->scene); /* set_scene does full dep updates */
if(seq->scene!=G.scene) set_scene_bg(seq->scene);
/* prevent eternal loop */
doseq= G.scene->r.scemode & R_DOSEQ;

View File

@@ -459,6 +459,7 @@ void start_game(void)
* Better would be to make a better routine
* in the game engine for finding the camera.
* - zr
* Note: yes, this is all very badly hacked! (ton)
*/
for (sc= G.main->scene.first; sc; sc= sc->id.next) {
if (!sc->camera) {
@@ -500,7 +501,8 @@ void start_game(void)
restore_all_scene_cfra(scene_cfra_store);
set_scene_bg(startscene);
scene_update_for_newframe(G.scene, G.scene->lay);
if (G.flags & G_FILE_AUTOPLAY)
exit_usiblender();