Different implementation of patch #36430: use layer froms scene directly for

rendering, in case some script wants to set it in the render_pre callback. In
case of decoupled 3d view layers or local view it will still override this
though.
This commit is contained in:
2013-09-12 12:09:14 +00:00
parent 8309f1c0de
commit c41bb7961f
3 changed files with 21 additions and 21 deletions

View File

@@ -212,7 +212,7 @@ static int screen_render_exec(bContext *C, wmOperator *op)
Image *ima;
View3D *v3d = CTX_wm_view3d(C);
Main *mainp = CTX_data_main(C);
unsigned int lay;
unsigned int lay_override;
const short is_animation = RNA_boolean_get(op->ptr, "animation");
const short is_write_still = RNA_boolean_get(op->ptr, "write_still");
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
@@ -226,7 +226,7 @@ static int screen_render_exec(bContext *C, wmOperator *op)
}
re = RE_NewRender(scene->id.name);
lay = (v3d) ? v3d->lay : scene->lay;
lay_override = (v3d && v3d->lay != scene->lay) ? v3d->lay : 0;
G.is_break = FALSE;
RE_test_break_cb(re, NULL, render_break);
@@ -244,9 +244,9 @@ static int screen_render_exec(bContext *C, wmOperator *op)
RE_SetReports(re, op->reports);
if (is_animation)
RE_BlenderAnim(re, mainp, scene, camera_override, lay, scene->r.sfra, scene->r.efra, scene->r.frame_step);
RE_BlenderAnim(re, mainp, scene, camera_override, lay_override, scene->r.sfra, scene->r.efra, scene->r.frame_step);
else
RE_BlenderFrame(re, mainp, scene, srl, camera_override, lay, scene->r.cfra, is_write_still);
RE_BlenderFrame(re, mainp, scene, srl, camera_override, lay_override, scene->r.cfra, is_write_still);
RE_SetReports(re, NULL);
@@ -265,7 +265,7 @@ typedef struct RenderJob {
wmWindow *win;
SceneRenderLayer *srl;
struct Object *camera_override;
int lay;
int lay_override;
bool v3d_override;
short anim, write_still;
Image *image;
@@ -444,9 +444,9 @@ static void render_startjob(void *rjv, short *stop, short *do_update, float *pro
RE_SetReports(rj->re, rj->reports);
if (rj->anim)
RE_BlenderAnim(rj->re, rj->main, rj->scene, rj->camera_override, rj->lay, rj->scene->r.sfra, rj->scene->r.efra, rj->scene->r.frame_step);
RE_BlenderAnim(rj->re, rj->main, rj->scene, rj->camera_override, rj->lay_override, rj->scene->r.sfra, rj->scene->r.efra, rj->scene->r.frame_step);
else
RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->srl, rj->camera_override, rj->lay, rj->scene->r.cfra, rj->write_still);
RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->srl, rj->camera_override, rj->lay_override, rj->scene->r.cfra, rj->write_still);
RE_SetReports(rj->re, NULL);
}
@@ -651,7 +651,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
rj->win = CTX_wm_window(C);
rj->srl = srl;
rj->camera_override = camera_override;
rj->lay = scene->lay;
rj->lay_override = 0;
rj->anim = is_animation;
rj->write_still = is_write_still && !is_animation;
rj->iuser.scene = scene;
@@ -659,15 +659,15 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
rj->reports = op->reports;
if (v3d) {
if (rj->lay != v3d->lay) {
rj->lay = v3d->lay;
if (scene->lay != v3d->lay) {
rj->lay_override = v3d->lay;
rj->v3d_override = true;
}
else if (camera_override && camera_override != scene->camera)
rj->v3d_override = true;
if (v3d->localvd)
rj->lay |= v3d->localvd->lay;
rj->lay_override = scene->lay | v3d->localvd->lay;
}
/* setup job */

View File

@@ -225,8 +225,8 @@ void RE_init_threadcount(Render *re);
void RE_TileProcessor(struct Render *re);
/* only RE_NewRender() needed, main Blender render calls */
void RE_BlenderFrame(struct Render *re, struct Main *bmain, struct Scene *scene, struct SceneRenderLayer *srl, struct Object *camera_override, unsigned int lay, int frame, const short write_still);
void RE_BlenderAnim(struct Render *re, struct Main *bmain, struct Scene *scene, struct Object *camera_override, unsigned int lay, int sfra, int efra, int tfra);
void RE_BlenderFrame(struct Render *re, struct Main *bmain, struct Scene *scene, struct SceneRenderLayer *srl, struct Object *camera_override, unsigned int lay_override, int frame, const short write_still);
void RE_BlenderAnim(struct Render *re, struct Main *bmain, struct Scene *scene, struct Object *camera_override, unsigned int lay_override, int sfra, int efra, int tfra);
#ifdef WITH_FREESTYLE
void RE_RenderFreestyleStrokes(struct Render *re, struct Main *bmain, struct Scene *scene, int render);
#endif

View File

@@ -2389,7 +2389,7 @@ static void update_physics_cache(Render *re, Scene *scene, int UNUSED(anim_init)
BKE_ptcache_bake(&baker);
}
/* evaluating scene options for general Blender render */
static int render_initialize_from_main(Render *re, Main *bmain, Scene *scene, SceneRenderLayer *srl, Object *camera_override, unsigned int lay, int anim, int anim_init)
static int render_initialize_from_main(Render *re, Main *bmain, Scene *scene, SceneRenderLayer *srl, Object *camera_override, unsigned int lay_override, int anim, int anim_init)
{
int winx, winy;
rcti disprect;
@@ -2419,8 +2419,8 @@ static int render_initialize_from_main(Render *re, Main *bmain, Scene *scene, Sc
re->scene = scene;
re->scene_color_manage = BKE_scene_check_color_management_enabled(scene);
re->camera_override = camera_override;
re->lay = lay;
re->i.localview = (lay & 0xFF000000) != 0;
re->lay = lay_override ? lay_override : scene->lay;
re->i.localview = (re->lay & 0xFF000000) != 0;
/* not too nice, but it survives anim-border render */
if (anim) {
@@ -2469,14 +2469,14 @@ void RE_SetReports(Render *re, ReportList *reports)
}
/* general Blender frame render call */
void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, SceneRenderLayer *srl, Object *camera_override, unsigned int lay, int frame, const short write_still)
void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, SceneRenderLayer *srl, Object *camera_override, unsigned int lay_override, int frame, const short write_still)
{
/* ugly global still... is to prevent preview events and signal subsurfs etc to make full resol */
G.is_rendering = TRUE;
scene->r.cfra = frame;
if (render_initialize_from_main(re, bmain, scene, srl, camera_override, lay, 0, 0)) {
if (render_initialize_from_main(re, bmain, scene, srl, camera_override, lay_override, 0, 0)) {
MEM_reset_peak_memory();
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_PRE);
@@ -2625,14 +2625,14 @@ static int do_write_image_or_movie(Render *re, Main *bmain, Scene *scene, bMovie
}
/* saves images to disk */
void RE_BlenderAnim(Render *re, Main *bmain, Scene *scene, Object *camera_override, unsigned int lay, int sfra, int efra, int tfra)
void RE_BlenderAnim(Render *re, Main *bmain, Scene *scene, Object *camera_override, unsigned int lay_override, int sfra, int efra, int tfra)
{
bMovieHandle *mh = BKE_movie_handle_get(scene->r.im_format.imtype);
int cfrao = scene->r.cfra;
int nfra, totrendered = 0, totskipped = 0;
/* do not fully call for each frame, it initializes & pops output window */
if (!render_initialize_from_main(re, bmain, scene, NULL, camera_override, lay, 0, 1))
if (!render_initialize_from_main(re, bmain, scene, NULL, camera_override, lay_override, 0, 1))
return;
/* ugly global still... is to prevent renderwin events and signal subsurfs etc to make full resol */
@@ -2677,7 +2677,7 @@ void RE_BlenderAnim(Render *re, Main *bmain, Scene *scene, Object *camera_overri
char name[FILE_MAX];
/* only border now, todo: camera lens. (ton) */
render_initialize_from_main(re, bmain, scene, NULL, camera_override, lay, 1, 0);
render_initialize_from_main(re, bmain, scene, NULL, camera_override, lay_override, 1, 0);
if (nfra != scene->r.cfra) {
/*