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blender-archive/source/blender/render/extern/include/RE_pipeline.h
Ton Roosendaal 9cc59fb0c3 2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
  of components to get it work:
  - customdata, free callback for it
  - timer step, notifier code
  - start callback, update callback
- Once started, each job runs an own timer, and will for
  every time step check necessary updates, or close the
  job when ready. 
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
  it will prevent multiple jobs to enter the stack. 
  Instead it will re-use a running job, signal it to stop
  and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
  under construction. 
  Fun: BLI_addtail(&wm->jobs, steve); :)

Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see 
  previews update even while dragging sliders!
- Currently it only starts when you change a node setting.

Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.

Also:
- bug in region initialize (do_versions) showed channel list in
  node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
  way! This is for later to work on anyway. 
- recoded Render API callbacks so it gets handlers passed on, 
  no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
  of stuff from code soon.
2009-01-22 14:59:49 +00:00

233 lines
8.3 KiB
C++

/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifndef RE_PIPELINE_H
#define RE_PIPELINE_H
#include "DNA_listBase.h"
#include "DNA_vec_types.h"
#include "BKE_utildefines.h"
struct Scene;
struct RenderData;
struct NodeBlurData;
struct Object;
struct bNodeTree;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is what is exposed of render to outside world */
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
#define RE_MAXNAME 32
/* only used as handle */
typedef struct Render Render;
/* Render Result usage:
- render engine allocates/frees and delivers raw floating point rects
- right now it's full rects, but might become tiles or file
- the display client has to allocate display rects, sort out what to display,
and how it's converted
*/
typedef struct RenderPass {
struct RenderPass *next, *prev;
int passtype, channels;
char name[16]; /* amount defined in openexr_multi.h */
char chan_id[8]; /* amount defined in openexr_multi.h */
float *rect;
} RenderPass;
/* a renderlayer is a full image, but with all passes and samples */
/* size of the rects is defined in RenderResult */
/* after render, the Combined pass is in rectf, for renderlayers read from files it is a real pass */
typedef struct RenderLayer {
struct RenderLayer *next, *prev;
/* copy of RenderData */
char name[RE_MAXNAME];
unsigned int lay, lay_zmask;
int layflag, passflag, pass_xor;
struct Material *mat_override;
struct Group *light_override;
float *rectf; /* 4 float, standard rgba buffer (read not above!) */
float *acolrect; /* 4 float, optional transparent buffer, needs storage for display updates */
float *scolrect; /* 4 float, optional strand buffer, needs storage for display updates */
ListBase passes;
} RenderLayer;
typedef struct RenderResult {
struct RenderResult *next, *prev;
/* target image size */
int rectx, recty;
short crop, sample_nr;
/* optional, 32 bits version of picture, used for ogl render and image curves */
int *rect32;
/* if this exists, a copy of one of layers, or result of composited layers */
float *rectf;
/* if this exists, a copy of one of layers, or result of composited layers */
float *rectz;
/* coordinates within final image (after cropping) */
rcti tilerect;
/* offset to apply to get a border render in full image */
int xof, yof;
/* the main buffers */
ListBase layers;
/* allowing live updates: */
volatile rcti renrect;
volatile RenderLayer *renlay;
/* optional saved endresult on disk */
void *exrhandle;
/* for render results in Image, verify validity for sequences */
int framenr;
} RenderResult;
typedef struct RenderStats {
int cfra;
int totface, totvert, totstrand, tothalo, totlamp, totpart;
short curfield, curblur, curpart, partsdone, convertdone;
double starttime, lastframetime;
char *infostr, scenename[32];
} RenderStats;
/* *********************** API ******************** */
/* the name is used as identifier, so elsewhere in blender the result can retrieved */
/* calling a new render with same name, frees automatic existing render */
struct Render *RE_NewRender (const char *name);
struct Render *RE_GetRender(const char *name);
/* use free render as signal to do everything over (previews) */
void RE_FreeRender (struct Render *re);
/* only called on exit */
void RE_FreeAllRender (void);
/* get results and statistics */
void RE_FreeRenderResult(struct RenderResult *rr);
struct RenderResult *RE_GetResult(struct Render *re);
void RE_GetResultImage(struct Render *re, struct RenderResult *rr);
struct RenderStats *RE_GetStats(struct Render *re);
void RE_ResultGet32(struct Render *re, unsigned int *rect);
struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name);
float *RE_RenderLayerGetPass(struct RenderLayer *rl, int passtype);
/* obligatory initialize call, disprect is optional */
void RE_InitState (struct Render *re, struct Render *source, struct RenderData *rd, int winx, int winy, rcti *disprect);
/* use this to change disprect of active render */
void RE_SetDispRect (struct Render *re, rcti *disprect);
/* set up the viewplane/perspective matrix, three choices */
void RE_SetCamera(struct Render *re, struct Object *camera);
void RE_SetWindow (struct Render *re, rctf *viewplane, float clipsta, float clipend);
void RE_SetOrtho (struct Render *re, rctf *viewplane, float clipsta, float clipend);
void RE_SetPixelSize(struct Render *re, float pixsize);
/* option to set viewmatrix before making dbase */
void RE_SetView (struct Render *re, float mat[][4]);
/* make or free the dbase */
void RE_Database_FromScene(struct Render *re, struct Scene *scene, int use_camera_view);
void RE_Database_Free (struct Render *re);
/* project dbase again, when viewplane/perspective changed */
void RE_DataBase_ApplyWindow(struct Render *re);
/* override the scene setting for amount threads, commandline */
void RE_set_max_threads(int threads);
/* set the render threads based on the commandline and autothreads setting */
void RE_init_threadcount(Render *re);
/* the main processor, assumes all was set OK! */
void RE_TileProcessor(struct Render *re, int firsttile, int threaded);
/* only RE_NewRender() needed, main Blender render calls */
void RE_BlenderFrame(struct Render *re, struct Scene *scene, int frame);
void RE_BlenderAnim(struct Render *re, struct Scene *scene, int sfra, int efra, int tfra);
void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
void RE_WriteRenderResult(RenderResult *rr, char *filename, int compress);
struct RenderResult *RE_MultilayerConvert(void *exrhandle, int rectx, int recty);
/* do a full sample buffer compo */
void RE_MergeFullSample(struct Render *re, struct Scene *sce, struct bNodeTree *ntree);
/* ancient stars function... go away! */
void RE_make_stars(struct Render *re, struct Scene *scenev3d, void (*initfunc)(void),
void (*vertexfunc)(float*), void (*termfunc)(void));
/* display and event callbacks */
void RE_display_init_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr));
void RE_display_clear_cb(struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr));
void RE_display_draw_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr, volatile struct rcti *rect));
void RE_stats_draw_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderStats *rs));
void RE_timecursor_cb (struct Render *re, void *handle, void (*f)(void *handle, int));
void RE_test_break_cb (struct Render *re, void *handle, int (*f)(void *handle));
void RE_error_cb (struct Render *re, void *handle, void (*f)(void *handle, char *str));
/* should move to kernel once... still unsure on how/where */
float RE_filter_value(int type, float x);
/* vector blur zbuffer method */
void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nbd, int xsize, int ysize, float *newrect, float *imgrect, float *vecbufrect, float *zbufrect);
/* shaded view or baking options */
#define RE_BAKE_LIGHT 0
#define RE_BAKE_ALL 1
#define RE_BAKE_AO 2
#define RE_BAKE_NORMALS 3
#define RE_BAKE_TEXTURE 4
#define RE_BAKE_DISPLACEMENT 5
#define RE_BAKE_SHADOW 6
void RE_Database_Baking(struct Render *re, struct Scene *scene, int type, struct Object *actob);
void RE_DataBase_GetView(struct Render *re, float mat[][4]);
void RE_GetCameraWindow(struct Render *re, struct Object *camera, int frame, float mat[][4]);
struct Scene *RE_GetScene(struct Render *re);
#endif /* RE_PIPELINE_H */