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blender-archive/source/blender/render/intern/source/pipeline.c

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/*
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/source/pipeline.c
* \ingroup render
*/
#include <math.h>
#include <limits.h>
#include <string.h>
#include <stdlib.h>
#include <stddef.h>
#include "DNA_group_types.h"
#include "DNA_image_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
#include "DNA_userdef_types.h"
#include "MEM_guardedalloc.h"
#include "BKE_animsys.h" /* <------ should this be here?, needed for sequencer update */
#include "BKE_camera.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_pointcache.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_utildefines.h"
#include "BKE_writeavi.h" /* <------ should be replaced once with generic movie module */
#include "BLI_math.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_path_util.h"
#include "BLI_fileops.h"
#include "BLI_rand.h"
#include "BLI_callbacks.h"
#include "PIL_time.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
/* internal */
#include "render_result.h"
#include "render_types.h"
#include "renderpipeline.h"
#include "renderdatabase.h"
#include "rendercore.h"
#include "initrender.h"
#include "shadbuf.h"
#include "pixelblending.h"
#include "zbuf.h"
/* render flow
1) Initialize state
- state data, tables
- movie/image file init
- everything that doesn't change during animation
2) Initialize data
- camera, world, matrices
- make render verts, faces, halos, strands
- everything can change per frame/field
3) Render Processor
- multiple layers
- tiles, rect, baking
- layers/tiles optionally to disk or directly in Render Result
4) Composite Render Result
- also read external files etc
5) Image Files
- save file or append in movie
*/
/* ********* globals ******** */
/* here we store all renders */
static struct {
ListBase renderlist;
/* commandline thread override */
int threads;
} RenderGlobal = {{NULL, NULL}, -1};
/* hardcopy of current render, used while rendering for speed */
Render R;
/* ********* alloc and free ******** */
static int do_write_image_or_movie(Render *re, Main *bmain, Scene *scene, bMovieHandle *mh, const char *name_override);
static volatile int g_break= 0;
static int thread_break(void *UNUSED(arg))
{
return g_break;
}
/* default callbacks, set in each new render */
static void result_nothing(void *UNUSED(arg), RenderResult *UNUSED(rr)) {}
static void result_rcti_nothing(void *UNUSED(arg), RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect)) {}
static void stats_nothing(void *UNUSED(arg), RenderStats *UNUSED(rs)) {}
static void float_nothing(void *UNUSED(arg), float UNUSED(val)) {}
static int default_break(void *UNUSED(arg)) {return G.afbreek == 1;}
static void stats_background(void *UNUSED(arg), RenderStats *rs)
{
uintptr_t mem_in_use, mmap_in_use, peak_memory;
float megs_used_memory, mmap_used_memory, megs_peak_memory;
mem_in_use= MEM_get_memory_in_use();
mmap_in_use= MEM_get_mapped_memory_in_use();
peak_memory = MEM_get_peak_memory();
megs_used_memory= (mem_in_use-mmap_in_use)/(1024.0*1024.0);
mmap_used_memory= (mmap_in_use)/(1024.0*1024.0);
megs_peak_memory = (peak_memory)/(1024.0*1024.0);
fprintf(stdout, "Fra:%d Mem:%.2fM (%.2fM, peak %.2fM) ", rs->cfra,
megs_used_memory, mmap_used_memory, megs_peak_memory);
if(rs->curfield)
fprintf(stdout, "Field %d ", rs->curfield);
if(rs->curblur)
fprintf(stdout, "Blur %d ", rs->curblur);
if(rs->infostr) {
fprintf(stdout, "| %s", rs->infostr);
}
else {
if(rs->tothalo)
fprintf(stdout, "Sce: %s Ve:%d Fa:%d Ha:%d La:%d", rs->scenename, rs->totvert, rs->totface, rs->tothalo, rs->totlamp);
else
fprintf(stdout, "Sce: %s Ve:%d Fa:%d La:%d", rs->scenename, rs->totvert, rs->totface, rs->totlamp);
}
BLI_exec_cb(G.main, NULL, BLI_CB_EVT_RENDER_STATS);
fputc('\n', stdout);
fflush(stdout);
}
void RE_FreeRenderResult(RenderResult *res)
{
render_result_free(res);
}
float *RE_RenderLayerGetPass(RenderLayer *rl, int passtype)
{
RenderPass *rpass;
for(rpass=rl->passes.first; rpass; rpass= rpass->next)
if(rpass->passtype== passtype)
return rpass->rect;
return NULL;
}
RenderLayer *RE_GetRenderLayer(RenderResult *rr, const char *name)
{
RenderLayer *rl;
if(rr==NULL) return NULL;
for(rl= rr->layers.first; rl; rl= rl->next)
if(strncmp(rl->name, name, RE_MAXNAME)==0)
return rl;
return NULL;
}
RenderResult *RE_MultilayerConvert(void *exrhandle, int rectx, int recty)
{
return render_result_new_from_exr(exrhandle, rectx, recty);
}
RenderLayer *render_get_active_layer(Render *re, RenderResult *rr)
{
RenderLayer *rl= BLI_findlink(&rr->layers, re->r.actlay);
if(rl)
return rl;
else
return rr->layers.first;
}
static int render_scene_needs_vector(Render *re)
{
SceneRenderLayer *srl;
for(srl= re->scene->r.layers.first; srl; srl= srl->next)
if(!(srl->layflag & SCE_LAY_DISABLE))
if(srl->passflag & SCE_PASS_VECTOR)
return 1;
return 0;
}
/* *************************************************** */
Render *RE_GetRender(const char *name)
{
Render *re;
/* search for existing renders */
for(re= RenderGlobal.renderlist.first; re; re= re->next)
if(strncmp(re->name, name, RE_MAXNAME)==0)
break;
return re;
}
/* if you want to know exactly what has been done */
RenderResult *RE_AcquireResultRead(Render *re)
{
if(re) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_READ);
return re->result;
}
return NULL;
}
RenderResult *RE_AcquireResultWrite(Render *re)
{
if(re) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
return re->result;
}
return NULL;
}
void RE_SwapResult(Render *re, RenderResult **rr)
{
/* for keeping render buffers */
if(re) {
SWAP(RenderResult*, re->result, *rr);
}
}
void RE_ReleaseResult(Render *re)
{
if(re)
BLI_rw_mutex_unlock(&re->resultmutex);
}
/* displist.c util.... */
Scene *RE_GetScene(Render *re)
{
if(re)
return re->scene;
return NULL;
}
/* fill provided result struct with what's currently active or done */
void RE_AcquireResultImage(Render *re, RenderResult *rr)
{
memset(rr, 0, sizeof(RenderResult));
if(re) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_READ);
if(re->result) {
RenderLayer *rl;
rr->rectx= re->result->rectx;
rr->recty= re->result->recty;
rr->rectf= re->result->rectf;
rr->rectz= re->result->rectz;
rr->rect32= re->result->rect32;
/* active layer */
rl= render_get_active_layer(re, re->result);
if(rl) {
if(rr->rectf==NULL)
rr->rectf= rl->rectf;
if(rr->rectz==NULL)
rr->rectz= RE_RenderLayerGetPass(rl, SCE_PASS_Z);
}
rr->have_combined= (re->result->rectf != NULL);
rr->layers= re->result->layers;
}
}
}
void RE_ReleaseResultImage(Render *re)
{
if(re)
BLI_rw_mutex_unlock(&re->resultmutex);
}
/* caller is responsible for allocating rect in correct size! */
void RE_ResultGet32(Render *re, unsigned int *rect)
{
RenderResult rres;
RE_AcquireResultImage(re, &rres);
render_result_rect_get_pixels(&rres, &re->r, rect, re->rectx, re->recty);
RE_ReleaseResultImage(re);
}
RenderStats *RE_GetStats(Render *re)
{
return &re->i;
}
Render *RE_NewRender(const char *name)
{
Render *re;
/* only one render per name exists */
re= RE_GetRender(name);
if(re==NULL) {
/* new render data struct */
re= MEM_callocN(sizeof(Render), "new render");
BLI_addtail(&RenderGlobal.renderlist, re);
BLI_strncpy(re->name, name, RE_MAXNAME);
BLI_rw_mutex_init(&re->resultmutex);
}
RE_InitRenderCB(re);
/* init some variables */
re->ycor= 1.0f;
return re;
}
/* called for new renders and when finishing rendering so
* we calways have valid callbacks on a render */
void RE_InitRenderCB(Render *re)
{
/* set default empty callbacks */
re->display_init= result_nothing;
re->display_clear= result_nothing;
re->display_draw= result_rcti_nothing;
re->progress= float_nothing;
re->test_break= default_break;
if(G.background)
re->stats_draw= stats_background;
else
re->stats_draw= stats_nothing;
/* clear callback handles */
re->dih= re->dch= re->ddh= re->sdh= re->prh= re->tbh= NULL;
}
/* only call this while you know it will remove the link too */
void RE_FreeRender(Render *re)
{
BLI_rw_mutex_end(&re->resultmutex);
free_renderdata_tables(re);
free_sample_tables(re);
render_result_free(re->result);
render_result_free(re->pushedresult);
BLI_remlink(&RenderGlobal.renderlist, re);
MEM_freeN(re);
}
/* exit blender */
void RE_FreeAllRender(void)
{
while(RenderGlobal.renderlist.first) {
RE_FreeRender(RenderGlobal.renderlist.first);
}
}
/* ********* initialize state ******** */
/* what doesn't change during entire render sequence */
/* disprect is optional, if NULL it assumes full window render */
void RE_InitState(Render *re, Render *source, RenderData *rd, SceneRenderLayer *srl, int winx, int winy, rcti *disprect)
{
re->ok= TRUE; /* maybe flag */
re->i.starttime= PIL_check_seconds_timer();
re->r= *rd; /* hardcopy */
re->winx= winx;
re->winy= winy;
if(disprect) {
re->disprect= *disprect;
re->rectx= disprect->xmax-disprect->xmin;
re->recty= disprect->ymax-disprect->ymin;
}
else {
re->disprect.xmin= re->disprect.ymin= 0;
re->disprect.xmax= winx;
re->disprect.ymax= winy;
re->rectx= winx;
re->recty= winy;
}
if(re->rectx < 2 || re->recty < 2 || (BKE_imtype_is_movie(rd->im_format.imtype) &&
(re->rectx < 16 || re->recty < 16) )) {
BKE_report(re->reports, RPT_ERROR, "Image too small");
re->ok= 0;
return;
}
if((re->r.mode & (R_OSA))==0)
re->r.scemode &= ~R_FULL_SAMPLE;
#ifdef WITH_OPENEXR
if(re->r.scemode & R_FULL_SAMPLE)
re->r.scemode |= R_EXR_TILE_FILE; /* enable automatic */
/* Until use_border is made compatible with save_buffers/full_sample, render without the later instead of not rendering at all.*/
if(re->r.mode & R_BORDER)
{
re->r.scemode &= ~(R_EXR_TILE_FILE|R_FULL_SAMPLE);
}
#else
/* can't do this without openexr support */
re->r.scemode &= ~(R_EXR_TILE_FILE|R_FULL_SAMPLE);
#endif
/* fullsample wants uniform osa levels */
if(source && (re->r.scemode & R_FULL_SAMPLE)) {
/* but, if source has no full sample we disable it */
if((source->r.scemode & R_FULL_SAMPLE)==0)
re->r.scemode &= ~R_FULL_SAMPLE;
else
re->r.osa= re->osa= source->osa;
}
else {
/* check state variables, osa? */
if(re->r.mode & (R_OSA)) {
re->osa= re->r.osa;
if(re->osa>16) re->osa= 16;
}
else re->osa= 0;
}
if (srl) {
int index = BLI_findindex(&re->r.layers, srl);
if (index != -1) {
re->r.actlay = index;
re->r.scemode |= R_SINGLE_LAYER;
}
}
/* always call, checks for gamma, gamma tables and jitter too */
make_sample_tables(re);
/* if preview render, we try to keep old result */
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
if(re->r.scemode & R_PREVIEWBUTS) {
if(re->result && re->result->rectx==re->rectx && re->result->recty==re->recty);
else {
render_result_free(re->result);
re->result= NULL;
}
}
else {
/* make empty render result, so display callbacks can initialize */
render_result_free(re->result);
re->result= MEM_callocN(sizeof(RenderResult), "new render result");
re->result->rectx= re->rectx;
re->result->recty= re->recty;
}
BLI_rw_mutex_unlock(&re->resultmutex);
/* we clip faces with a minimum of 2 pixel boundary outside of image border. see zbuf.c */
re->clipcrop= 1.0f + 2.0f/(float)(re->winx>re->winy?re->winy:re->winx);
re->mblur_offs = re->field_offs = 0.f;
RE_init_threadcount(re);
}
void RE_SetWindow(Render *re, rctf *viewplane, float clipsta, float clipend)
{
/* re->ok flag? */
re->viewplane= *viewplane;
re->clipsta= clipsta;
re->clipend= clipend;
re->r.mode &= ~R_ORTHO;
perspective_m4( re->winmat,re->viewplane.xmin, re->viewplane.xmax, re->viewplane.ymin, re->viewplane.ymax, re->clipsta, re->clipend);
}
void RE_SetOrtho(Render *re, rctf *viewplane, float clipsta, float clipend)
{
/* re->ok flag? */
re->viewplane= *viewplane;
re->clipsta= clipsta;
re->clipend= clipend;
re->r.mode |= R_ORTHO;
orthographic_m4( re->winmat,re->viewplane.xmin, re->viewplane.xmax, re->viewplane.ymin, re->viewplane.ymax, re->clipsta, re->clipend);
}
void RE_SetView(Render *re, float mat[][4])
{
/* re->ok flag? */
copy_m4_m4(re->viewmat, mat);
invert_m4_m4(re->viewinv, re->viewmat);
}
/* image and movie output has to move to either imbuf or kernel */
void RE_display_init_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr))
{
re->display_init= f;
re->dih= handle;
}
void RE_display_clear_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr))
{
re->display_clear= f;
re->dch= handle;
}
void RE_display_draw_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr, volatile rcti *rect))
{
re->display_draw= f;
re->ddh= handle;
}
void RE_stats_draw_cb(Render *re, void *handle, void (*f)(void *handle, RenderStats *rs))
{
re->stats_draw= f;
re->sdh= handle;
}
void RE_progress_cb(Render *re, void *handle, void (*f)(void *handle, float))
{
re->progress= f;
re->prh= handle;
}
void RE_draw_lock_cb(Render *re, void *handle, void (*f)(void *handle, int i))
{
re->draw_lock= f;
re->tbh= handle;
}
void RE_test_break_cb(Render *re, void *handle, int (*f)(void *handle))
{
re->test_break= f;
re->tbh= handle;
}
/* ********* add object data (later) ******** */
/* object is considered fully prepared on correct time etc */
/* includes lights */
#if 0
void RE_AddObject(Render *UNUSED(re), Object *UNUSED(ob))
{
}
#endif
/* *************************************** */
static int render_display_draw_enabled(Render *re)
{
/* don't show preprocess for previewrender sss */
if(re->sss_points)
return !(re->r.scemode & R_PREVIEWBUTS);
else
return 1;
}
/* the main thread call, renders an entire part */
static void *do_part_thread(void *pa_v)
{
RenderPart *pa= pa_v;
/* need to return nicely all parts on esc */
if(R.test_break(R.tbh)==0) {
if(!R.sss_points && (R.r.scemode & R_FULL_SAMPLE))
pa->result= render_result_new_full_sample(&R, &pa->fullresult, &pa->disprect, pa->crop, RR_USE_MEM);
else
pa->result= render_result_new(&R, &pa->disprect, pa->crop, RR_USE_MEM);
if(R.sss_points)
zbufshade_sss_tile(pa);
else if(R.osa)
zbufshadeDA_tile(pa);
else
zbufshade_tile(pa);
/* merge too on break! */
if(R.result->exrhandle) {
render_result_exr_file_merge(R.result, pa->result);
}
else if(render_display_draw_enabled(&R)) {
/* on break, don't merge in result for preview renders, looks nicer */
if(R.test_break(R.tbh) && (R.r.scemode & R_PREVIEWBUTS));
else render_result_merge(R.result, pa->result);
}
}
pa->ready= 1;
return NULL;
}
/* calculus for how much 1 pixel rendered should rotate the 3d geometry */
/* is not that simple, needs to be corrected for errors of larger viewplane sizes */
/* called in initrender.c, initparts() and convertblender.c, for speedvectors */
float panorama_pixel_rot(Render *re)
{
float psize, phi, xfac;
float borderfac= (float)(re->disprect.xmax - re->disprect.xmin) / (float)re->winx;
/* size of 1 pixel mapped to viewplane coords */
psize= (re->viewplane.xmax-re->viewplane.xmin)/(float)(re->winx);
/* angle of a pixel */
phi= atan(psize/re->clipsta);
/* correction factor for viewplane shifting, first calculate how much the viewplane angle is */
xfac= borderfac*((re->viewplane.xmax-re->viewplane.xmin))/(float)re->xparts;
xfac= atan(0.5f*xfac/re->clipsta);
/* and how much the same viewplane angle is wrapped */
psize= 0.5f*phi*((float)re->partx);
/* the ratio applied to final per-pixel angle */
phi*= xfac/psize;
return phi;
}
/* call when all parts stopped rendering, to find the next Y slice */
/* if slice found, it rotates the dbase */
static RenderPart *find_next_pano_slice(Render *re, int *minx, rctf *viewplane)
{
RenderPart *pa, *best= NULL;
*minx= re->winx;
/* most left part of the non-rendering parts */
for(pa= re->parts.first; pa; pa= pa->next) {
if(pa->ready==0 && pa->nr==0) {
if(pa->disprect.xmin < *minx) {
best= pa;
*minx= pa->disprect.xmin;
}
}
}
if(best) {
float phi= panorama_pixel_rot(re);
R.panodxp= (re->winx - (best->disprect.xmin + best->disprect.xmax) )/2;
R.panodxv= ((viewplane->xmax-viewplane->xmin)*R.panodxp)/(float)(re->winx);
/* shift viewplane */
R.viewplane.xmin = viewplane->xmin + R.panodxv;
R.viewplane.xmax = viewplane->xmax + R.panodxv;
RE_SetWindow(re, &R.viewplane, R.clipsta, R.clipend);
copy_m4_m4(R.winmat, re->winmat);
/* rotate database according to part coordinates */
project_renderdata(re, projectverto, 1, -R.panodxp*phi, 1);
R.panosi= sin(R.panodxp*phi);
R.panoco= cos(R.panodxp*phi);
}
return best;
}
static RenderPart *find_next_part(Render *re, int minx)
{
RenderPart *pa, *best= NULL;
/* long long int's needed because of overflow [#24414] */
long long int centx=re->winx/2, centy=re->winy/2, tot=1;
long long int mindist= (long long int)re->winx * (long long int)re->winy;
/* find center of rendered parts, image center counts for 1 too */
for(pa= re->parts.first; pa; pa= pa->next) {
if(pa->ready) {
centx+= (pa->disprect.xmin+pa->disprect.xmax)/2;
centy+= (pa->disprect.ymin+pa->disprect.ymax)/2;
tot++;
}
}
centx/=tot;
centy/=tot;
/* closest of the non-rendering parts */
for(pa= re->parts.first; pa; pa= pa->next) {
if(pa->ready==0 && pa->nr==0) {
long long int distx= centx - (pa->disprect.xmin+pa->disprect.xmax)/2;
long long int disty= centy - (pa->disprect.ymin+pa->disprect.ymax)/2;
distx= (long long int)sqrt(distx*distx + disty*disty);
if(distx<mindist) {
if(re->r.mode & R_PANORAMA) {
if(pa->disprect.xmin==minx) {
best= pa;
mindist= distx;
}
}
else {
best= pa;
mindist= distx;
}
}
}
}
return best;
}
static void print_part_stats(Render *re, RenderPart *pa)
{
char str[64];
BLI_snprintf(str, sizeof(str), "%s, Part %d-%d", re->scene->id.name+2, pa->nr, re->i.totpart);
re->i.infostr= str;
re->stats_draw(re->sdh, &re->i);
re->i.infostr= NULL;
}
static void threaded_tile_processor(Render *re)
{
ListBase threads;
RenderPart *pa, *nextpa;
rctf viewplane= re->viewplane;
int rendering=1, counter= 1, drawtimer=0, hasdrawn, minx=0;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
/* first step; free the entire render result, make new, and/or prepare exr buffer saving */
if(re->result==NULL || !(re->r.scemode & R_PREVIEWBUTS)) {
render_result_free(re->result);
if(re->sss_points && render_display_draw_enabled(re))
re->result= render_result_new(re, &re->disprect, 0, RR_USE_MEM);
else if(re->r.scemode & R_FULL_SAMPLE)
re->result= render_result_new_full_sample(re, &re->fullresult, &re->disprect, 0, RR_USE_EXR);
else
re->result= render_result_new(re, &re->disprect, 0,
(re->r.scemode & R_EXR_TILE_FILE)? RR_USE_EXR: RR_USE_MEM);
}
BLI_rw_mutex_unlock(&re->resultmutex);
if(re->result==NULL)
return;
/* warning; no return here without closing exr file */
initparts(re);
if(re->result->exrhandle)
render_result_exr_file_begin(re);
BLI_init_threads(&threads, do_part_thread, re->r.threads);
/* assuming no new data gets added to dbase... */
R= *re;
/* set threadsafe break */
R.test_break= thread_break;
/* timer loop demands to sleep when no parts are left, so we enter loop with a part */
if(re->r.mode & R_PANORAMA)
nextpa= find_next_pano_slice(re, &minx, &viewplane);
else
nextpa= find_next_part(re, 0);
while(rendering) {
if(re->test_break(re->tbh))
PIL_sleep_ms(50);
else if(nextpa && BLI_available_threads(&threads)) {
drawtimer= 0;
nextpa->nr= counter++; /* for nicest part, and for stats */
nextpa->thread= BLI_available_thread_index(&threads); /* sample index */
BLI_insert_thread(&threads, nextpa);
nextpa= find_next_part(re, minx);
}
else if(re->r.mode & R_PANORAMA) {
if(nextpa==NULL && BLI_available_threads(&threads)==re->r.threads)
nextpa= find_next_pano_slice(re, &minx, &viewplane);
else {
PIL_sleep_ms(50);
drawtimer++;
}
}
else {
PIL_sleep_ms(50);
drawtimer++;
}
/* check for ready ones to display, and if we need to continue */
rendering= 0;
hasdrawn= 0;
for(pa= re->parts.first; pa; pa= pa->next) {
if(pa->ready) {
BLI_remove_thread(&threads, pa);
if(pa->result) {
if(render_display_draw_enabled(re))
re->display_draw(re->ddh, pa->result, NULL);
print_part_stats(re, pa);
render_result_free_list(&pa->fullresult, pa->result);
pa->result= NULL;
re->i.partsdone++;
re->progress(re->prh, re->i.partsdone / (float)re->i.totpart);
hasdrawn= 1;
}
}
else {
rendering= 1;
if(pa->nr && pa->result && drawtimer>20) {
if(render_display_draw_enabled(re))
re->display_draw(re->ddh, pa->result, &pa->result->renrect);
hasdrawn= 1;
}
}
}
if(hasdrawn)
drawtimer= 0;
/* on break, wait for all slots to get freed */
if( (g_break=re->test_break(re->tbh)) && BLI_available_threads(&threads)==re->r.threads)
rendering= 0;
}
if(re->result->exrhandle) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_exr_file_end(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
/* unset threadsafety */
g_break= 0;
BLI_end_threads(&threads);
freeparts(re);
re->viewplane= viewplane; /* restore viewplane, modified by pano render */
}
/* currently only called by preview renders and envmap */
void RE_TileProcessor(Render *re)
{
threaded_tile_processor(re);
}
/* ************ This part uses API, for rendering Blender scenes ********** */
static void do_render_3d(Render *re)
{
/* try external */
if(RE_engine_render(re, 0))
return;
/* internal */
// re->cfra= cfra; /* <- unused! */
re->scene->r.subframe = re->mblur_offs + re->field_offs;
/* lock drawing in UI during data phase */
if(re->draw_lock)
re->draw_lock(re->dlh, 1);
/* make render verts/faces/halos/lamps */
if(render_scene_needs_vector(re))
RE_Database_FromScene_Vectors(re, re->main, re->scene, re->lay);
else
RE_Database_FromScene(re, re->main, re->scene, re->lay, 1);
/* clear UI drawing locks */
if(re->draw_lock)
re->draw_lock(re->dlh, 0);
threaded_tile_processor(re);
/* do left-over 3d post effects (flares) */
if(re->flag & R_HALO)
if(!re->test_break(re->tbh))
add_halo_flare(re);
/* free all render verts etc */
RE_Database_Free(re);
re->scene->r.subframe = 0.f;
}
/* called by blur loop, accumulate RGBA key alpha */
static void addblur_rect_key(RenderResult *rr, float *rectf, float *rectf1, float blurfac)
{
float mfac= 1.0f - blurfac;
int a, b, stride= 4*rr->rectx;
int len= stride*sizeof(float);
for(a=0; a<rr->recty; a++) {
if(blurfac==1.0f) {
memcpy(rectf, rectf1, len);
}
else {
float *rf= rectf, *rf1= rectf1;
for( b= rr->rectx; b>0; b--, rf+=4, rf1+=4) {
if(rf1[3]<0.01f)
rf[3]= mfac*rf[3];
else if(rf[3]<0.01f) {
rf[0]= rf1[0];
rf[1]= rf1[1];
rf[2]= rf1[2];
rf[3]= blurfac*rf1[3];
}
else {
rf[0]= mfac*rf[0] + blurfac*rf1[0];
rf[1]= mfac*rf[1] + blurfac*rf1[1];
rf[2]= mfac*rf[2] + blurfac*rf1[2];
rf[3]= mfac*rf[3] + blurfac*rf1[3];
}
}
}
rectf+= stride;
rectf1+= stride;
}
}
/* called by blur loop, accumulate renderlayers */
static void addblur_rect(RenderResult *rr, float *rectf, float *rectf1, float blurfac, int channels)
{
float mfac= 1.0f - blurfac;
int a, b, stride= channels*rr->rectx;
int len= stride*sizeof(float);
for(a=0; a<rr->recty; a++) {
if(blurfac==1.0f) {
memcpy(rectf, rectf1, len);
}
else {
float *rf= rectf, *rf1= rectf1;
for( b= rr->rectx*channels; b>0; b--, rf++, rf1++) {
rf[0]= mfac*rf[0] + blurfac*rf1[0];
}
}
rectf+= stride;
rectf1+= stride;
}
}
/* called by blur loop, accumulate renderlayers */
static void merge_renderresult_blur(RenderResult *rr, RenderResult *brr, float blurfac, int key_alpha)
{
RenderLayer *rl, *rl1;
RenderPass *rpass, *rpass1;
rl1= brr->layers.first;
for(rl= rr->layers.first; rl && rl1; rl= rl->next, rl1= rl1->next) {
/* combined */
if(rl->rectf && rl1->rectf) {
if(key_alpha)
addblur_rect_key(rr, rl->rectf, rl1->rectf, blurfac);
else
addblur_rect(rr, rl->rectf, rl1->rectf, blurfac, 4);
}
/* passes are allocated in sync */
rpass1= rl1->passes.first;
for(rpass= rl->passes.first; rpass && rpass1; rpass= rpass->next, rpass1= rpass1->next) {
addblur_rect(rr, rpass->rect, rpass1->rect, blurfac, rpass->channels);
}
}
}
/* main blur loop, can be called by fields too */
static void do_render_blur_3d(Render *re)
{
RenderResult *rres;
float blurfac;
int blur= re->r.mblur_samples;
/* create accumulation render result */
rres= render_result_new(re, &re->disprect, 0, RR_USE_MEM);
/* do the blur steps */
while(blur--) {
re->mblur_offs = re->r.blurfac*((float)(re->r.mblur_samples-blur))/(float)re->r.mblur_samples;
re->i.curblur= re->r.mblur_samples-blur; /* stats */
do_render_3d(re);
blurfac= 1.0f/(float)(re->r.mblur_samples-blur);
merge_renderresult_blur(rres, re->result, blurfac, re->r.alphamode & R_ALPHAKEY);
if(re->test_break(re->tbh)) break;
}
/* swap results */
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_free(re->result);
re->result= rres;
BLI_rw_mutex_unlock(&re->resultmutex);
re->mblur_offs = 0.0f;
re->i.curblur= 0; /* stats */
/* weak... the display callback wants an active renderlayer pointer... */
re->result->renlay= render_get_active_layer(re, re->result);
re->display_draw(re->ddh, re->result, NULL);
}
/* function assumes rectf1 and rectf2 to be half size of rectf */
static void interleave_rect(RenderResult *rr, float *rectf, float *rectf1, float *rectf2, int channels)
{
int a, stride= channels*rr->rectx;
int len= stride*sizeof(float);
for(a=0; a<rr->recty; a+=2) {
memcpy(rectf, rectf1, len);
rectf+= stride;
rectf1+= stride;
memcpy(rectf, rectf2, len);
rectf+= stride;
rectf2+= stride;
}
}
/* merge render results of 2 fields */
static void merge_renderresult_fields(RenderResult *rr, RenderResult *rr1, RenderResult *rr2)
{
RenderLayer *rl, *rl1, *rl2;
RenderPass *rpass, *rpass1, *rpass2;
rl1= rr1->layers.first;
rl2= rr2->layers.first;
for(rl= rr->layers.first; rl && rl1 && rl2; rl= rl->next, rl1= rl1->next, rl2= rl2->next) {
/* combined */
if(rl->rectf && rl1->rectf && rl2->rectf)
interleave_rect(rr, rl->rectf, rl1->rectf, rl2->rectf, 4);
/* passes are allocated in sync */
rpass1= rl1->passes.first;
rpass2= rl2->passes.first;
for(rpass= rl->passes.first; rpass && rpass1 && rpass2; rpass= rpass->next, rpass1= rpass1->next, rpass2= rpass2->next) {
interleave_rect(rr, rpass->rect, rpass1->rect, rpass2->rect, rpass->channels);
}
}
}
/* interleaves 2 frames */
static void do_render_fields_3d(Render *re)
{
Object *camera= RE_GetCamera(re);
RenderResult *rr1, *rr2= NULL;
/* no render result was created, we can safely halve render y */
re->winy /= 2;
re->recty /= 2;
re->disprect.ymin /= 2;
re->disprect.ymax /= 2;
re->i.curfield= 1; /* stats */
/* first field, we have to call camera routine for correct aspect and subpixel offset */
RE_SetCamera(re, camera);
if(re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE)==0)
do_render_blur_3d(re);
else
do_render_3d(re);
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
rr1= re->result;
re->result= NULL;
BLI_rw_mutex_unlock(&re->resultmutex);
/* second field */
if(!re->test_break(re->tbh)) {
re->i.curfield= 2; /* stats */
re->flag |= R_SEC_FIELD;
if((re->r.mode & R_FIELDSTILL)==0) {
re->field_offs = 0.5f;
}
RE_SetCamera(re, camera);
if(re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE)==0)
do_render_blur_3d(re);
else
do_render_3d(re);
re->flag &= ~R_SEC_FIELD;
re->field_offs = 0.0f;
rr2= re->result;
}
/* allocate original height new buffers */
re->winy *= 2;
re->recty *= 2;
re->disprect.ymin *= 2;
re->disprect.ymax *= 2;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
re->result= render_result_new(re, &re->disprect, 0, RR_USE_MEM);
if(rr2) {
if(re->r.mode & R_ODDFIELD)
merge_renderresult_fields(re->result, rr2, rr1);
else
merge_renderresult_fields(re->result, rr1, rr2);
render_result_free(rr2);
}
render_result_free(rr1);
re->i.curfield= 0; /* stats */
/* weak... the display callback wants an active renderlayer pointer... */
re->result->renlay= render_get_active_layer(re, re->result);
BLI_rw_mutex_unlock(&re->resultmutex);
re->display_draw(re->ddh, re->result, NULL);
}
/* main render routine, no compositing */
static void do_render_fields_blur_3d(Render *re)
{
Object *camera= RE_GetCamera(re);
/* also check for camera here */
if(camera == NULL) {
printf("ERROR: Cannot render, no camera\n");
G.afbreek= 1;
return;
}
/* now use renderdata and camera to set viewplane */
RE_SetCamera(re, camera);
if(re->r.mode & R_FIELDS)
do_render_fields_3d(re);
else if(re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE)==0)
do_render_blur_3d(re);
else
do_render_3d(re);
/* when border render, check if we have to insert it in black */
if(re->result) {
if(re->r.mode & R_BORDER) {
if((re->r.mode & R_CROP)==0) {
RenderResult *rres;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
/* sub-rect for merge call later on */
re->result->tilerect= re->disprect;
/* this copying sequence could become function? */
/* weak is: it chances disprect from border */
re->disprect.xmin= re->disprect.ymin= 0;
re->disprect.xmax= re->winx;
re->disprect.ymax= re->winy;
re->rectx= re->winx;
re->recty= re->winy;
rres= render_result_new(re, &re->disprect, 0, RR_USE_MEM);
render_result_merge(rres, re->result);
render_result_free(re->result);
re->result= rres;
/* weak... the display callback wants an active renderlayer pointer... */
re->result->renlay= render_get_active_layer(re, re->result);
BLI_rw_mutex_unlock(&re->resultmutex);
re->display_init(re->dih, re->result);
re->display_draw(re->ddh, re->result, NULL);
}
else {
/* set offset (again) for use in compositor, disprect was manipulated. */
re->result->xof= 0;
re->result->yof= 0;
}
}
}
}
/* within context of current Render *re, render another scene.
it uses current render image size and disprect, but doesn't execute composite
*/
static void render_scene(Render *re, Scene *sce, int cfra)
{
Render *resc= RE_NewRender(sce->id.name);
int winx= re->winx, winy= re->winy;
sce->r.cfra= cfra;
scene_camera_switch_update(sce);
/* exception: scene uses own size (unfinished code) */
if(0) {
winx= (sce->r.size*sce->r.xsch)/100;
winy= (sce->r.size*sce->r.ysch)/100;
}
/* initial setup */
RE_InitState(resc, re, &sce->r, NULL, winx, winy, &re->disprect);
/* still unsure entity this... */
resc->main= re->main;
resc->scene= sce;
resc->lay= sce->lay;
/* ensure scene has depsgraph, base flags etc OK */
set_scene_bg(re->main, sce);
/* copy callbacks */
resc->display_draw= re->display_draw;
resc->ddh= re->ddh;
resc->test_break= re->test_break;
resc->tbh= re->tbh;
resc->stats_draw= re->stats_draw;
resc->sdh= re->sdh;
do_render_fields_blur_3d(resc);
}
/* helper call to detect if this scene needs a render, or if there's a any render layer to render */
static int composite_needs_render(Scene *sce, int this_scene)
{
bNodeTree *ntree= sce->nodetree;
bNode *node;
if(ntree==NULL) return 1;
if(sce->use_nodes==0) return 1;
if((sce->r.scemode & R_DOCOMP)==0) return 1;
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==CMP_NODE_R_LAYERS)
if(this_scene==0 || node->id==NULL || node->id==&sce->id)
return 1;
}
return 0;
}
static void tag_scenes_for_render(Render *re)
{
bNode *node;
Scene *sce;
for(sce= re->main->scene.first; sce; sce= sce->id.next)
sce->id.flag &= ~LIB_DOIT;
if(RE_GetCamera(re) && composite_needs_render(re->scene, 1))
re->scene->id.flag |= LIB_DOIT;
if(re->scene->nodetree==NULL) return;
/* check for render-layers 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_LAYERS) {
if(node->id) {
if(node->id != (ID *)re->scene)
node->id->flag |= LIB_DOIT;
}
}
}
}
static void ntree_render_scenes(Render *re)
{
bNode *node;
int cfra= re->scene->r.cfra;
int restore_scene= 0;
if(re->scene->nodetree==NULL) return;
tag_scenes_for_render(re);
/* 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_LAYERS) {
if(node->id && node->id != (ID *)re->scene) {
if(node->id->flag & LIB_DOIT) {
Scene *scene = (Scene*)node->id;
render_scene(re, scene, cfra);
restore_scene= (scene != re->scene);
node->id->flag &= ~LIB_DOIT;
nodeUpdate(re->scene->nodetree, node);
}
}
}
}
/* restore scene if we rendered another last */
if(restore_scene)
set_scene_bg(re->main, re->scene);
}
/* bad call... need to think over proper method still */
static void render_composit_stats(void *UNUSED(arg), char *str)
{
R.i.infostr= str;
R.stats_draw(R.sdh, &R.i);
R.i.infostr= NULL;
}
/* reads all buffers, calls optional composite, merges in first result->rectf */
static void do_merge_fullsample(Render *re, bNodeTree *ntree)
{
float *rectf, filt[3][3];
int sample;
/* interaction callbacks */
if(ntree) {
ntree->stats_draw= render_composit_stats;
ntree->test_break= re->test_break;
ntree->progress= re->progress;
ntree->sdh= re->sdh;
ntree->tbh= re->tbh;
ntree->prh= re->prh;
}
/* filtmask needs it */
R= *re;
/* we accumulate in here */
rectf= MEM_mapallocN(re->rectx*re->recty*sizeof(float)*4, "fullsample rgba");
for(sample=0; sample<re->r.osa; sample++) {
Render *re1;
RenderResult rres;
int x, y, mask;
/* enable full sample print */
R.i.curfsa= sample+1;
/* set all involved renders on the samplebuffers (first was done by render itself, but needs tagged) */
/* also function below assumes this */
tag_scenes_for_render(re);
for(re1= RenderGlobal.renderlist.first; re1; re1= re1->next) {
if(re1->scene->id.flag & LIB_DOIT) {
if(re1->r.scemode & R_FULL_SAMPLE) {
if(sample) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_exr_file_read(re1, sample);
BLI_rw_mutex_unlock(&re->resultmutex);
}
ntreeCompositTagRender(re1->scene); /* ensure node gets exec to put buffers on stack */
}
}
}
/* composite */
if(ntree) {
ntreeCompositTagRender(re->scene);
ntreeCompositTagAnimated(ntree);
ntreeCompositExecTree(ntree, &re->r, G.background==0);
}
/* ensure we get either composited result or the active layer */
RE_AcquireResultImage(re, &rres);
/* accumulate with filter, and clip */
mask= (1<<sample);
mask_array(mask, filt);
for(y=0; y<re->recty; y++) {
float *rf= rectf + 4*y*re->rectx;
float *col= rres.rectf + 4*y*re->rectx;
for(x=0; x<re->rectx; x++, rf+=4, col+=4) {
/* clamping to 1.0 is needed for correct AA */
if(col[0]<0.0f) col[0]=0.0f; else if(col[0] > 1.0f) col[0]= 1.0f;
if(col[1]<0.0f) col[1]=0.0f; else if(col[1] > 1.0f) col[1]= 1.0f;
if(col[2]<0.0f) col[2]=0.0f; else if(col[2] > 1.0f) col[2]= 1.0f;
add_filt_fmask_coord(filt, col, rf, re->rectx, re->recty, x, y);
}
}
RE_ReleaseResultImage(re);
/* show stuff */
if(sample!=re->osa-1) {
/* weak... the display callback wants an active renderlayer pointer... */
re->result->renlay= render_get_active_layer(re, re->result);
re->display_draw(re->ddh, re->result, NULL);
}
if(re->test_break(re->tbh))
break;
}
/* clear interaction callbacks */
if(ntree) {
ntree->stats_draw= NULL;
ntree->test_break= NULL;
ntree->progress= NULL;
ntree->tbh= ntree->sdh= ntree->prh= NULL;
}
/* disable full sample print */
R.i.curfsa= 0;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
if(re->result->rectf)
MEM_freeN(re->result->rectf);
re->result->rectf= rectf;
BLI_rw_mutex_unlock(&re->resultmutex);
}
/* called externally, via compositor */
void RE_MergeFullSample(Render *re, Main *bmain, Scene *sce, bNodeTree *ntree)
{
Scene *scene;
bNode *node;
/* default start situation */
G.afbreek= 0;
re->main= bmain;
re->scene= sce;
/* first call RE_ReadRenderResult on every renderlayer scene. this creates Render structs */
/* tag scenes unread */
for(scene= re->main->scene.first; scene; scene= scene->id.next)
scene->id.flag |= LIB_DOIT;
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==CMP_NODE_R_LAYERS) {
Scene *nodescene= (Scene *)node->id;
if(nodescene==NULL) nodescene= sce;
if(nodescene->id.flag & LIB_DOIT) {
nodescene->r.mode |= R_OSA; /* render struct needs tables */
RE_ReadRenderResult(sce, nodescene);
nodescene->id.flag &= ~LIB_DOIT;
}
}
}
/* own render result should be read/allocated */
if(re->scene->id.flag & LIB_DOIT) {
RE_ReadRenderResult(re->scene, re->scene);
re->scene->id.flag &= ~LIB_DOIT;
}
/* and now we can draw (result is there) */
re->display_init(re->dih, re->result);
re->display_clear(re->dch, re->result);
do_merge_fullsample(re, ntree);
}
/* returns fully composited render-result on given time step (in RenderData) */
static void do_render_composite_fields_blur_3d(Render *re)
{
bNodeTree *ntree= re->scene->nodetree;
int update_newframe=0;
/* INIT seeding, compositor can use random texture */
BLI_srandom(re->r.cfra);
if(composite_needs_render(re->scene, 1)) {
/* save memory... free all cached images */
ntreeFreeCache(ntree);
do_render_fields_blur_3d(re);
}
else {
/* ensure new result gets added, like for regular renders */
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_free(re->result);
re->result= render_result_new(re, &re->disprect, 0, RR_USE_MEM);
BLI_rw_mutex_unlock(&re->resultmutex);
/* scene render process already updates animsys */
update_newframe = 1;
}
/* swap render result */
if(re->r.scemode & R_SINGLE_LAYER) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_single_layer_end(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
if(!re->test_break(re->tbh)) {
if(ntree) {
ntreeCompositTagRender(re->scene);
ntreeCompositTagAnimated(ntree);
}
if(ntree && re->scene->use_nodes && re->r.scemode & R_DOCOMP) {
/* checks if there are render-result nodes that need scene */
if((re->r.scemode & R_SINGLE_LAYER)==0)
ntree_render_scenes(re);
if(!re->test_break(re->tbh)) {
ntree->stats_draw= render_composit_stats;
ntree->test_break= re->test_break;
ntree->progress= re->progress;
ntree->sdh= re->sdh;
ntree->tbh= re->tbh;
ntree->prh= re->prh;
/* in case it was never initialized */
R.sdh= re->sdh;
R.stats_draw= re->stats_draw;
if (update_newframe)
scene_update_for_newframe(re->main, re->scene, re->lay);
if(re->r.scemode & R_FULL_SAMPLE)
do_merge_fullsample(re, ntree);
else {
ntreeCompositExecTree(ntree, &re->r, G.background==0);
}
ntree->stats_draw= NULL;
ntree->test_break= NULL;
ntree->progress= NULL;
ntree->tbh= ntree->sdh= ntree->prh= NULL;
}
}
else if(re->r.scemode & R_FULL_SAMPLE)
do_merge_fullsample(re, NULL);
}
/* weak... the display callback wants an active renderlayer pointer... */
re->result->renlay= render_get_active_layer(re, re->result);
re->display_draw(re->ddh, re->result, NULL);
}
static void renderresult_stampinfo(Render *re)
{
RenderResult rres;
/* this is the basic trick to get the displayed float or char rect from render result */
RE_AcquireResultImage(re, &rres);
BKE_stamp_buf(re->scene, RE_GetCamera(re), (unsigned char *)rres.rect32, rres.rectf, rres.rectx, rres.recty, 4);
RE_ReleaseResultImage(re);
}
int RE_seq_render_active(Scene *scene, RenderData *rd)
{
Editing *ed;
Sequence *seq;
ed = scene->ed;
if (!(rd->scemode & R_DOSEQ) || !ed || !ed->seqbase.first)
return 0;
for (seq= ed->seqbase.first; seq; seq= seq->next) {
if (seq->type != SEQ_SOUND)
return 1;
}
return 0;
}
static void do_render_seq(Render * re)
{
static int recurs_depth = 0;
struct ImBuf *ibuf;
RenderResult *rr; /* don't assign re->result here as it might change during give_ibuf_seq */
int cfra = re->r.cfra;
SeqRenderData context;
re->i.cfra= cfra;
if(recurs_depth==0) {
/* otherwise sequencer animation isnt updated */
BKE_animsys_evaluate_all_animation(re->main, re->scene, (float)cfra); // XXX, was BKE_curframe(re->scene)
}
recurs_depth++;
if((re->r.mode & R_BORDER) && (re->r.mode & R_CROP)==0) {
/* if border rendering is used and cropping is disabled, final buffer should
be as large as the whole frame */
context = seq_new_render_data(re->main, re->scene,
re->winx, re->winy,
100);
} else {
context = seq_new_render_data(re->main, re->scene,
re->result->rectx, re->result->recty,
100);
}
ibuf = give_ibuf_seq(context, cfra, 0);
recurs_depth--;
rr = re->result;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
if(ibuf) {
/* copy ibuf into combined pixel rect */
render_result_rect_from_ibuf(rr, &re->r, ibuf);
if (recurs_depth == 0) { /* with nested scenes, only free on toplevel... */
Editing * ed = re->scene->ed;
if (ed)
free_imbuf_seq(re->scene, &ed->seqbase, TRUE, TRUE);
}
IMB_freeImBuf(ibuf);
}
else {
/* render result is delivered empty in most cases, nevertheless we handle all cases */
render_result_rect_fill_zero(rr);
}
BLI_rw_mutex_unlock(&re->resultmutex);
/* just in case this flag went missing at some point */
re->r.scemode |= R_DOSEQ;
/* set overall progress of sequence rendering */
if(re->r.efra!=re->r.sfra)
re->progress(re->prh, (float)(cfra-re->r.sfra) / (re->r.efra-re->r.sfra));
else
re->progress(re->prh, 1.0f);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* main loop: doing sequence + fields + blur + 3d render + compositing */
static void do_render_all_options(Render *re)
{
scene_camera_switch_update(re->scene);
re->i.starttime= PIL_check_seconds_timer();
/* ensure no images are in memory from previous animated sequences */
BKE_image_all_free_anim_ibufs(re->r.cfra);
if(RE_engine_render(re, 1)) {
/* in this case external render overrides all */
}
else if(RE_seq_render_active(re->scene, &re->r)) {
/* note: do_render_seq() frees rect32 when sequencer returns float images */
if(!re->test_break(re->tbh))
do_render_seq(re);
re->stats_draw(re->sdh, &re->i);
re->display_draw(re->ddh, re->result, NULL);
}
else {
do_render_composite_fields_blur_3d(re);
}
re->i.lastframetime= PIL_check_seconds_timer()- re->i.starttime;
re->stats_draw(re->sdh, &re->i);
/* stamp image info here */
if((re->r.stamp & R_STAMP_ALL) && (re->r.stamp & R_STAMP_DRAW)) {
renderresult_stampinfo(re);
re->display_draw(re->ddh, re->result, NULL);
}
}
static int check_valid_camera(Scene *scene, Object *camera_override)
{
int check_comp= 1;
if (camera_override == NULL && scene->camera == NULL)
scene->camera= scene_find_camera(scene);
if(scene->r.scemode&R_DOSEQ) {
if(scene->ed) {
Sequence *seq= scene->ed->seqbase.first;
check_comp= 0;
while(seq) {
if(seq->type == SEQ_SCENE && seq->scene) {
if(!seq->scene_camera) {
if(!seq->scene->camera && !scene_find_camera(seq->scene)) {
if(seq->scene == scene) {
/* for current scene camera could be unneeded due to compisite nodes */
check_comp= 1;
} else {
/* for other scenes camera is necessary */
return 0;
}
}
}
}
seq= seq->next;
}
}
}
if(check_comp) { /* no sequencer or sequencer depends on compositor */
if(scene->r.scemode&R_DOCOMP && scene->use_nodes) {
bNode *node= scene->nodetree->nodes.first;
while(node) {
if(node->type == CMP_NODE_R_LAYERS) {
Scene *sce= node->id ? (Scene*)node->id : scene;
if(!sce->camera && !scene_find_camera(sce)) {
/* all render layers nodes need camera */
return 0;
}
}
node= node->next;
}
} else {
return (camera_override != NULL || scene->camera != NULL);
}
}
return 1;
}
int RE_is_rendering_allowed(Scene *scene, Object *camera_override, ReportList *reports)
{
SceneRenderLayer *srl;
if(scene->r.mode & R_BORDER) {
if(scene->r.border.xmax <= scene->r.border.xmin ||
scene->r.border.ymax <= scene->r.border.ymin) {
BKE_report(reports, RPT_ERROR, "No border area selected.");
return 0;
}
}
if(scene->r.scemode & (R_EXR_TILE_FILE|R_FULL_SAMPLE)) {
char str[FILE_MAX];
render_result_exr_file_path(scene, 0, str);
if (BLI_file_is_writable(str)==0) {
BKE_report(reports, RPT_ERROR, "Can not save render buffers, check the temp default path");
return 0;
}
/* no fullsample and edge */
if((scene->r.scemode & R_FULL_SAMPLE) && (scene->r.mode & R_EDGE)) {
BKE_report(reports, RPT_ERROR, "Full Sample doesn't support Edge Enhance");
return 0;
}
}
else
scene->r.scemode &= ~R_FULL_SAMPLE; /* clear to be sure */
if(scene->r.scemode & R_DOCOMP) {
if(scene->use_nodes) {
bNodeTree *ntree= scene->nodetree;
bNode *node;
if(ntree==NULL) {
BKE_report(reports, RPT_ERROR, "No Nodetree in Scene");
return 0;
}
for(node= ntree->nodes.first; node; node= node->next)
if(node->type==CMP_NODE_COMPOSITE)
break;
if(node==NULL) {
BKE_report(reports, RPT_ERROR, "No Render Output Node in Scene");
return 0;
}
if(scene->r.scemode & R_FULL_SAMPLE) {
if(composite_needs_render(scene, 0)==0) {
BKE_report(reports, RPT_ERROR, "Full Sample AA not supported without 3d rendering");
return 0;
}
}
}
}
/* check valid camera, without camera render is OK (compo, seq) */
if(!check_valid_camera(scene, camera_override)) {
BKE_report(reports, RPT_ERROR, "No camera");
return 0;
}
/* get panorama & ortho, only after camera is set */
object_camera_mode(&scene->r, camera_override ? camera_override : scene->camera);
/* forbidden combinations */
if(scene->r.mode & R_PANORAMA) {
if(scene->r.mode & R_ORTHO) {
BKE_report(reports, RPT_ERROR, "No Ortho render possible for Panorama");
return 0;
}
}
/* layer flag tests */
if(scene->r.scemode & R_SINGLE_LAYER) {
srl= BLI_findlink(&scene->r.layers, scene->r.actlay);
/* force layer to be enabled */
srl->layflag &= ~SCE_LAY_DISABLE;
}
for(srl= scene->r.layers.first; srl; srl= srl->next)
if(!(srl->layflag & SCE_LAY_DISABLE))
break;
if(srl==NULL) {
BKE_report(reports, RPT_ERROR, "All RenderLayers are disabled");
return 0;
}
return 1;
}
static void validate_render_settings(Render *re)
{
if(re->r.scemode & (R_EXR_TILE_FILE|R_FULL_SAMPLE)) {
/* no osa + fullsample won't work... */
if(re->r.osa==0)
re->r.scemode &= ~R_FULL_SAMPLE;
} else re->r.scemode &= ~R_FULL_SAMPLE; /* clear to be sure */
if(RE_engine_is_external(re)) {
/* not supported yet */
re->r.scemode &= ~(R_EXR_TILE_FILE|R_FULL_SAMPLE);
re->r.mode &= ~R_FIELDS;
}
}
static void update_physics_cache(Render *re, Scene *scene, int UNUSED(anim_init))
{
PTCacheBaker baker;
baker.main = re->main;
baker.scene = scene;
baker.pid = NULL;
baker.bake = 0;
baker.render = 1;
baker.anim_init = 1;
baker.quick_step = 1;
baker.break_test = re->test_break;
baker.break_data = re->tbh;
baker.progressbar = NULL;
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)
{
int winx, winy;
rcti disprect;
/* r.xsch and r.ysch has the actual view window size
r.border is the clipping rect */
/* calculate actual render result and display size */
winx= (scene->r.size*scene->r.xsch)/100;
winy= (scene->r.size*scene->r.ysch)/100;
/* we always render smaller part, inserting it in larger image is compositor bizz, it uses disprect for it */
if(scene->r.mode & R_BORDER) {
disprect.xmin= scene->r.border.xmin*winx;
disprect.xmax= scene->r.border.xmax*winx;
disprect.ymin= scene->r.border.ymin*winy;
disprect.ymax= scene->r.border.ymax*winy;
}
else {
disprect.xmin= disprect.ymin= 0;
disprect.xmax= winx;
disprect.ymax= winy;
}
re->main= bmain;
re->scene= scene;
re->camera_override= camera_override;
re->lay= lay;
/* not too nice, but it survives anim-border render */
if(anim) {
re->disprect= disprect;
return 1;
}
/* check all scenes involved */
tag_scenes_for_render(re);
/*
* Disabled completely for now,
* can be later set as render profile option
* and default for background render.
*/
if(0) {
/* make sure dynamics are up to date */
update_physics_cache(re, scene, anim_init);
}
if(srl || scene->r.scemode & R_SINGLE_LAYER) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_single_layer_begin(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
RE_InitState(re, NULL, &scene->r, srl, winx, winy, &disprect);
if(!re->ok) /* if an error was printed, abort */
return 0;
/* initstate makes new result, have to send changed tags around */
ntreeCompositTagRender(re->scene);
validate_render_settings(re);
re->display_init(re->dih, re->result);
re->display_clear(re->dch, re->result);
return 1;
}
void RE_SetReports(Render *re, ReportList *reports)
{
re->reports= 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)
{
/* ugly global still... is to prevent preview events and signal subsurfs etc to make full resol */
G.rendering= 1;
scene->r.cfra= frame;
if(render_initialize_from_main(re, bmain, scene, srl, camera_override, lay, 0, 0)) {
MEM_reset_peak_memory();
BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_PRE);
do_render_all_options(re);
if(write_still && !G.afbreek) {
if(BKE_imtype_is_movie(scene->r.im_format.imtype)) {
/* operator checks this but incase its called from elsewhere */
printf("Error: cant write single images with a movie format!\n");
}
else {
char name[FILE_MAX];
BKE_makepicstring(name, scene->r.pic, bmain->name, scene->r.cfra, scene->r.im_format.imtype, scene->r.scemode & R_EXTENSION, FALSE);
/* reports only used for Movie */
do_write_image_or_movie(re, bmain, scene, NULL, name);
}
}
BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_POST); /* keep after file save */
}
/* UGLY WARNING */
G.rendering= 0;
}
static int do_write_image_or_movie(Render *re, Main *bmain, Scene *scene, bMovieHandle *mh, const char *name_override)
{
char name[FILE_MAX];
RenderResult rres;
Object *camera= RE_GetCamera(re);
int ok= 1;
RE_AcquireResultImage(re, &rres);
/* write movie or image */
if(BKE_imtype_is_movie(scene->r.im_format.imtype)) {
int dofree = 0;
unsigned int *rect32 = (unsigned int *)rres.rect32;
/* note; the way it gets 32 bits rects is weak... */
if(rres.rect32 == NULL) {
rect32 = MEM_mapallocN(sizeof(int)*rres.rectx*rres.recty, "temp 32 bits rect");
RE_ResultGet32(re, rect32);
dofree = 1;
}
ok= mh->append_movie(&re->r, scene->r.sfra, scene->r.cfra, (int *)rect32,
rres.rectx, rres.recty, re->reports);
if(dofree) {
MEM_freeN(rect32);
}
printf("Append frame %d", scene->r.cfra);
}
else {
if(name_override)
BLI_strncpy(name, name_override, sizeof(name));
else
BKE_makepicstring(name, scene->r.pic, bmain->name, scene->r.cfra, scene->r.im_format.imtype, scene->r.scemode & R_EXTENSION, TRUE);
if(re->r.im_format.imtype==R_IMF_IMTYPE_MULTILAYER) {
if(re->result) {
RE_WriteRenderResult(re->reports, re->result, name, scene->r.im_format.compress);
printf("Saved: %s", name);
}
}
else {
ImBuf *ibuf= render_result_rect_to_ibuf(&rres, &scene->r);
ok= BKE_write_ibuf_stamp(scene, camera, ibuf, name, &scene->r.im_format);
if(ok==0) {
printf("Render error: cannot save %s\n", name);
}
else printf("Saved: %s", name);
/* optional preview images for exr */
if(ok && scene->r.im_format.imtype==R_IMF_IMTYPE_OPENEXR && (scene->r.im_format.flag & R_IMF_FLAG_PREVIEW_JPG)) {
ImageFormatData imf= scene->r.im_format;
imf.imtype= R_IMF_IMTYPE_JPEG90;
if(BLI_testextensie(name, ".exr"))
name[strlen(name)-4]= 0;
BKE_add_image_extension(name, R_IMF_IMTYPE_JPEG90);
ibuf->planes= 24;
BKE_write_ibuf_stamp(scene, camera, ibuf, name, &imf);
printf("\nSaved: %s", name);
}
/* imbuf knows which rects are not part of ibuf */
IMB_freeImBuf(ibuf);
}
}
RE_ReleaseResultImage(re);
BLI_timestr(re->i.lastframetime, name);
printf(" Time: %s\n", name);
fflush(stdout); /* needed for renderd !! (not anymore... (ton)) */
return ok;
}
/* 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)
{
bMovieHandle *mh= BKE_get_movie_handle(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))
return;
/* ugly global still... is to prevent renderwin events and signal subsurfs etc to make full resol */
/* is also set by caller renderwin.c */
G.rendering= 1;
re->flag |= R_ANIMATION;
if(BKE_imtype_is_movie(scene->r.im_format.imtype))
if(!mh->start_movie(scene, &re->r, re->rectx, re->recty, re->reports))
G.afbreek= 1;
if (mh->get_next_frame) {
while (!(G.afbreek == 1)) {
int nf = mh->get_next_frame(&re->r, re->reports);
if (nf >= 0 && nf >= scene->r.sfra && nf <= scene->r.efra) {
scene->r.cfra = re->r.cfra = nf;
BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_PRE);
do_render_all_options(re);
totrendered++;
if(re->test_break(re->tbh) == 0) {
if(!do_write_image_or_movie(re, bmain, scene, mh, NULL))
G.afbreek= 1;
}
if(G.afbreek == 0) {
BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_POST); /* keep after file save */
}
}
else {
if(re->test_break(re->tbh))
G.afbreek= 1;
}
}
} else {
for(nfra= sfra, scene->r.cfra= sfra; scene->r.cfra<=efra; scene->r.cfra++) {
char name[FILE_MAX];
/* only border now, todo: camera lens. (ton) */
render_initialize_from_main(re, bmain, scene, NULL, camera_override, lay, 1, 0);
if(nfra!=scene->r.cfra) {
/*
* Skip this frame, but update for physics and particles system.
* From convertblender.c:
* in localview, lamps are using normal layers, objects only local bits.
*/
unsigned int updatelay;
if(re->lay & 0xFF000000)
updatelay= re->lay & 0xFF000000;
else
updatelay= re->lay;
scene_update_for_newframe(bmain, scene, updatelay);
continue;
}
else
nfra+= tfra;
/* Touch/NoOverwrite options are only valid for image's */
if(BKE_imtype_is_movie(scene->r.im_format.imtype) == 0) {
if(scene->r.mode & (R_NO_OVERWRITE | R_TOUCH))
BKE_makepicstring(name, scene->r.pic, bmain->name, scene->r.cfra, scene->r.im_format.imtype, scene->r.scemode & R_EXTENSION, TRUE);
if(scene->r.mode & R_NO_OVERWRITE && BLI_exists(name)) {
printf("skipping existing frame \"%s\"\n", name);
totskipped++;
continue;
}
if(scene->r.mode & R_TOUCH && !BLI_exists(name)) {
BLI_make_existing_file(name); /* makes the dir if its not there */
BLI_file_touch(name);
}
}
re->r.cfra= scene->r.cfra; /* weak.... */
/* run callbacs before rendering, before the scene is updated */
BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_PRE);
do_render_all_options(re);
totrendered++;
if(re->test_break(re->tbh) == 0) {
if(!G.afbreek)
if(!do_write_image_or_movie(re, bmain, scene, mh, NULL))
G.afbreek= 1;
}
else
G.afbreek= 1;
if(G.afbreek==1) {
/* remove touched file */
if(BKE_imtype_is_movie(scene->r.im_format.imtype) == 0) {
if (scene->r.mode & R_TOUCH && BLI_exists(name) && BLI_file_size(name) == 0) {
BLI_delete(name, 0, 0);
}
}
break;
}
if(G.afbreek==0) {
BLI_exec_cb(re->main, (ID *)scene, BLI_CB_EVT_RENDER_POST); /* keep after file save */
}
}
}
/* end movie */
if(BKE_imtype_is_movie(scene->r.im_format.imtype))
mh->end_movie();
if(totskipped && totrendered == 0)
BKE_report(re->reports, RPT_INFO, "No frames rendered, skipped to not overwrite");
scene->r.cfra= cfrao;
re->flag &= ~R_ANIMATION;
/* UGLY WARNING */
G.rendering= 0;
}
void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
{
Object *camera;
int winx, winy;
winx= (sce->r.size*sce->r.xsch)/100;
winy= (sce->r.size*sce->r.ysch)/100;
RE_InitState(re, NULL, &sce->r, NULL, winx, winy, NULL);
re->main = bmain;
re->scene = sce;
re->lay = sce->lay;
camera = RE_GetCamera(re);
RE_SetCamera(re, camera);
do_render_3d(re);
}
/* note; repeated win/disprect calc... solve that nicer, also in compo */
/* only the temp file! */
int RE_ReadRenderResult(Scene *scene, Scene *scenode)
{
Render *re;
int winx, winy, success;
rcti disprect;
/* calculate actual render result and display size */
winx= (scene->r.size*scene->r.xsch)/100;
winy= (scene->r.size*scene->r.ysch)/100;
/* only in movie case we render smaller part */
if(scene->r.mode & R_BORDER) {
disprect.xmin= scene->r.border.xmin*winx;
disprect.xmax= scene->r.border.xmax*winx;
disprect.ymin= scene->r.border.ymin*winy;
disprect.ymax= scene->r.border.ymax*winy;
}
else {
disprect.xmin= disprect.ymin= 0;
disprect.xmax= winx;
disprect.ymax= winy;
}
if(scenode)
scene= scenode;
/* get render: it can be called from UI with draw callbacks */
re= RE_GetRender(scene->id.name);
if(re==NULL)
re= RE_NewRender(scene->id.name);
RE_InitState(re, NULL, &scene->r, NULL, winx, winy, &disprect);
re->scene= scene;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
success= render_result_exr_file_read(re, 0);
BLI_rw_mutex_unlock(&re->resultmutex);
return success;
}
void RE_set_max_threads(int threads)
{
if (threads==0) {
RenderGlobal.threads = BLI_system_thread_count();
} else if(threads>=1 && threads<=BLENDER_MAX_THREADS) {
RenderGlobal.threads= threads;
} else {
printf("Error, threads has to be in range 0-%d\n", BLENDER_MAX_THREADS);
}
}
void RE_init_threadcount(Render *re)
{
if(RenderGlobal.threads >= 1) { /* only set as an arg in background mode */
re->r.threads= MIN2(RenderGlobal.threads, BLENDER_MAX_THREADS);
} else if ((re->r.mode & R_FIXED_THREADS)==0 || RenderGlobal.threads == 0) { /* Automatic threads */
re->r.threads = BLI_system_thread_count();
}
}
/* loads in image into a result, size must match
* x/y offsets are only used on a partial copy when dimensions dont match */
void RE_layer_load_from_file(RenderLayer *layer, ReportList *reports, const char *filename, int x, int y)
{
ImBuf *ibuf = IMB_loadiffname(filename, IB_rect);
if(ibuf && (ibuf->rect || ibuf->rect_float)) {
if (ibuf->x == layer->rectx && ibuf->y == layer->recty) {
if(ibuf->rect_float==NULL)
IMB_float_from_rect(ibuf);
memcpy(layer->rectf, ibuf->rect_float, sizeof(float)*4*layer->rectx*layer->recty);
} else {
if ((ibuf->x - x >= layer->rectx) && (ibuf->y - y >= layer->recty)) {
ImBuf *ibuf_clip;
if(ibuf->rect_float==NULL)
IMB_float_from_rect(ibuf);
ibuf_clip = IMB_allocImBuf(layer->rectx, layer->recty, 32, IB_rectfloat);
if(ibuf_clip) {
IMB_rectcpy(ibuf_clip, ibuf, 0,0, x,y, layer->rectx, layer->recty);
memcpy(layer->rectf, ibuf_clip->rect_float, sizeof(float)*4*layer->rectx*layer->recty);
IMB_freeImBuf(ibuf_clip);
}
else {
BKE_reportf(reports, RPT_ERROR, "RE_result_rect_from_file: failed to allocate clip buffer '%s'\n", filename);
}
}
else {
BKE_reportf(reports, RPT_ERROR, "RE_result_rect_from_file: incorrect dimensions for partial copy '%s'\n", filename);
}
}
IMB_freeImBuf(ibuf);
}
else {
BKE_reportf(reports, RPT_ERROR, "RE_result_rect_from_file: failed to load '%s'\n", filename);
}
}
void RE_result_load_from_file(RenderResult *result, ReportList *reports, const char *filename)
{
if(!render_result_exr_file_read_path(result, filename)) {
BKE_reportf(reports, RPT_ERROR, "RE_result_rect_from_file: failed to load '%s'\n", filename);
return;
}
}
const float default_envmap_layout[] = { 0,0, 1,0, 2,0, 0,1, 1,1, 2,1 };
int RE_WriteEnvmapResult(struct ReportList *reports, Scene *scene, EnvMap *env, const char *relpath, const char imtype, float layout[12])
{
ImageFormatData imf;
ImBuf *ibuf=NULL;
int ok;
int dx;
int maxX=0,maxY=0,i=0;
char filepath[FILE_MAX];
if(env->cube[1]==NULL) {
BKE_report(reports, RPT_ERROR, "There is no generated environment map available to save");
return 0;
}
imf= scene->r.im_format;
imf.imtype= imtype;
dx= env->cube[1]->x;
if (env->type == ENV_CUBE) {
for (i=0; i < 12; i+=2) {
maxX = MAX2(maxX,layout[i] + 1);
maxY = MAX2(maxY,layout[i+1] + 1);
}
ibuf = IMB_allocImBuf(maxX*dx, maxY*dx, 24, IB_rectfloat);
for (i=0; i < 12; i+=2)
if (layout[i] > -1 && layout[i+1] > -1)
IMB_rectcpy(ibuf, env->cube[i/2], layout[i]*dx, layout[i+1]*dx, 0, 0, dx, dx);
}
else if (env->type == ENV_PLANE) {
ibuf = IMB_allocImBuf(dx, dx, 24, IB_rectfloat);
IMB_rectcpy(ibuf, env->cube[1], 0, 0, 0, 0, dx, dx);
}
else {
BKE_report(reports, RPT_ERROR, "Invalid environment map type");
return 0;
}
if (scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
ibuf->profile = IB_PROFILE_LINEAR_RGB;
/* to save, we first get absolute path */
BLI_strncpy(filepath, relpath, sizeof(filepath));
BLI_path_abs(filepath, G.main->name);
ok= BKE_write_ibuf(ibuf, filepath, &imf);
IMB_freeImBuf(ibuf);
if(ok) {
return TRUE;
}
else {
BKE_report(reports, RPT_ERROR, "Error writing environment map.");
return FALSE;
}
}