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blender-archive/source/blender/editors/render/render_internal.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) 2008 Blender Foundation.
* All rights reserved.
*
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/render/render_internal.c
* \ingroup edrend
*/
#include <math.h>
#include <string.h>
#include <stddef.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "DNA_scene_types.h"
#include "BKE_blender.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_multires.h"
#include "BKE_report.h"
#include "BKE_sequencer.h"
#include "BKE_screen.h"
#include "BKE_scene.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_object.h"
#include "RE_pipeline.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "wm_window.h"
#include "render_intern.h"
/* Render Callbacks */
/* called inside thread! */
void image_buffer_rect_update(Scene *scene, RenderResult *rr, ImBuf *ibuf, volatile rcti *renrect)
{
float *rectf = NULL;
int ymin, ymax, xmin, xmax;
int rymin, rxmin, predivide, profile_from;
unsigned char *rectc;
/* if renrect argument, we only refresh scanlines */
if (renrect) {
/* if ymax==recty, rendering of layer is ready, we should not draw, other things happen... */
if (rr->renlay == NULL || renrect->ymax >= rr->recty)
return;
/* xmin here is first subrect x coord, xmax defines subrect width */
xmin = renrect->xmin + rr->crop;
xmax = renrect->xmax - xmin + rr->crop;
if (xmax < 2)
return;
ymin = renrect->ymin + rr->crop;
ymax = renrect->ymax - ymin + rr->crop;
if (ymax < 2)
return;
renrect->ymin = renrect->ymax;
}
else {
xmin = ymin = rr->crop;
xmax = rr->rectx - 2 * rr->crop;
ymax = rr->recty - 2 * rr->crop;
}
/* xmin ymin is in tile coords. transform to ibuf */
rxmin = rr->tilerect.xmin + xmin;
if (rxmin >= ibuf->x) return;
rymin = rr->tilerect.ymin + ymin;
if (rymin >= ibuf->y) return;
if (rxmin + xmax > ibuf->x)
xmax = ibuf->x - rxmin;
if (rymin + ymax > ibuf->y)
ymax = ibuf->y - rymin;
if (xmax < 1 || ymax < 1) return;
/* find current float rect for display, first case is after composite... still weak */
if (rr->rectf)
rectf = rr->rectf;
else {
if (rr->rect32)
return;
else {
if (rr->renlay == NULL || rr->renlay->rectf == NULL) return;
rectf = rr->renlay->rectf;
}
}
if (rectf == NULL) return;
if (ibuf->rect == NULL)
imb_addrectImBuf(ibuf);
rectf += 4 * (rr->rectx * ymin + xmin);
rectc = (unsigned char *)(ibuf->rect + ibuf->x * rymin + rxmin);
if (scene && (scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)) {
profile_from = IB_PROFILE_LINEAR_RGB;
predivide = (scene->r.color_mgt_flag & R_COLOR_MANAGEMENT_PREDIVIDE);
}
else {
profile_from = IB_PROFILE_SRGB;
predivide = 0;
}
IMB_buffer_byte_from_float(rectc, rectf,
4, ibuf->dither, IB_PROFILE_SRGB, profile_from, predivide,
xmax, ymax, ibuf->x, rr->rectx);
}
/* ****************************** render invoking ***************** */
/* set callbacks, exported to sequence render too.
* Only call in foreground (UI) renders. */
static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **scene, SceneRenderLayer **srl)
{
/* single layer re-render */
if (RNA_struct_property_is_set(op->ptr, "scene")) {
Scene *scn;
char scene_name[MAX_ID_NAME - 2];
RNA_string_get(op->ptr, "scene", scene_name);
scn = (Scene *)BLI_findstring(&mainp->scene, scene_name, offsetof(ID, name) + 2);
if (scn) {
/* camera switch wont have updated */
scn->r.cfra = (*scene)->r.cfra;
scene_camera_switch_update(scn);
*scene = scn;
}
}
if (RNA_struct_property_is_set(op->ptr, "layer")) {
SceneRenderLayer *rl;
char rl_name[RE_MAXNAME];
RNA_string_get(op->ptr, "layer", rl_name);
rl = (SceneRenderLayer *)BLI_findstring(&(*scene)->r.layers, rl_name, offsetof(SceneRenderLayer, name));
if (rl)
*srl = rl;
}
}
/* executes blocking render */
static int screen_render_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
SceneRenderLayer *srl = NULL;
Render *re;
Image *ima;
View3D *v3d = CTX_wm_view3d(C);
Main *mainp = CTX_data_main(C);
unsigned int lay;
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;
/* custom scene and single layer re-render */
screen_render_scene_layer_set(op, mainp, &scene, &srl);
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Can't write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
re = RE_NewRender(scene->id.name);
lay = (v3d) ? v3d->lay : scene->lay;
G.afbreek = 0;
RE_test_break_cb(re, NULL, (int (*)(void *))blender_test_break);
ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
BKE_image_backup_render(scene, ima);
/* cleanup sequencer caches before starting user triggered render.
* otherwise, invalidated cache entries can make their way into
* the output rendering. We can't put that into RE_BlenderFrame,
* since sequence rendering can call that recursively... (peter) */
seq_stripelem_cache_cleanup();
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);
else
RE_BlenderFrame(re, mainp, scene, srl, camera_override, lay, scene->r.cfra, is_write_still);
RE_SetReports(re, NULL);
// no redraw needed, we leave state as we entered it
ED_update_for_newframe(mainp, scene, CTX_wm_screen(C), 1);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
return OPERATOR_FINISHED;
}
typedef struct RenderJob {
Main *main;
Scene *scene;
Render *re;
wmWindow *win;
SceneRenderLayer *srl;
struct Object *camera_override;
int lay;
short anim, write_still;
Image *image;
ImageUser iuser;
short *stop;
short *do_update;
float *progress;
ReportList *reports;
} RenderJob;
static void render_freejob(void *rjv)
{
RenderJob *rj = rjv;
MEM_freeN(rj);
}
/* str is IMA_MAX_RENDER_TEXT in size */
static void make_renderinfo_string(RenderStats *rs, Scene *scene, char *str)
{
char info_time_str[32]; // used to be extern to header_info.c
uintptr_t mem_in_use, mmap_in_use, peak_memory;
float megs_used_memory, mmap_used_memory, megs_peak_memory;
char *spos = str;
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);
if (scene->lay & 0xFF000000)
spos += sprintf(spos, "Localview | ");
else if (scene->r.scemode & R_SINGLE_LAYER)
spos += sprintf(spos, "Single Layer | ");
if (rs->statstr) {
spos += sprintf(spos, "%s ", rs->statstr);
}
else {
spos += sprintf(spos, "Fra:%d ", (scene->r.cfra));
if (rs->totvert) spos += sprintf(spos, "Ve:%d ", rs->totvert);
if (rs->totface) spos += sprintf(spos, "Fa:%d ", rs->totface);
if (rs->tothalo) spos += sprintf(spos, "Ha:%d ", rs->tothalo);
if (rs->totstrand) spos += sprintf(spos, "St:%d ", rs->totstrand);
if (rs->totlamp) spos += sprintf(spos, "La:%d ", rs->totlamp);
spos += sprintf(spos, "Mem:%.2fM (%.2fM, peak %.2fM) ", megs_used_memory, mmap_used_memory, megs_peak_memory);
if (rs->curfield)
spos += sprintf(spos, "Field %d ", rs->curfield);
if (rs->curblur)
spos += sprintf(spos, "Blur %d ", rs->curblur);
}
BLI_timestr(rs->lastframetime, info_time_str);
spos += sprintf(spos, "Time:%s ", info_time_str);
if (rs->curfsa)
spos += sprintf(spos, "| Full Sample %d ", rs->curfsa);
if (rs->infostr && rs->infostr[0])
spos += sprintf(spos, "| %s ", rs->infostr);
/* very weak... but 512 characters is quite safe */
if (spos >= str + IMA_MAX_RENDER_TEXT)
if (G.debug & G_DEBUG)
printf("WARNING! renderwin text beyond limit\n");
}
static void image_renderinfo_cb(void *rjv, RenderStats *rs)
{
RenderJob *rj = rjv;
RenderResult *rr;
rr = RE_AcquireResultRead(rj->re);
if (rr) {
/* malloc OK here, stats_draw is not in tile threads */
if (rr->text == NULL)
rr->text = MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext");
make_renderinfo_string(rs, rj->scene, rr->text);
}
RE_ReleaseResult(rj->re);
/* make jobs timer to send notifier */
*(rj->do_update) = 1;
}
static void render_progress_update(void *rjv, float progress)
{
RenderJob *rj = rjv;
if (rj->progress && *rj->progress != progress) {
*rj->progress = progress;
/* make jobs timer to send notifier */
*(rj->do_update) = 1;
}
}
static void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect)
{
RenderJob *rj = rjv;
Image *ima = rj->image;
ImBuf *ibuf;
void *lock;
/* only update if we are displaying the slot being rendered */
if (ima->render_slot != ima->last_render_slot)
return;
ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
if (ibuf) {
image_buffer_rect_update(rj->scene, rr, ibuf, renrect);
/* make jobs timer to send notifier */
*(rj->do_update) = 1;
}
BKE_image_release_ibuf(ima, lock);
}
static void render_startjob(void *rjv, short *stop, short *do_update, float *progress)
{
RenderJob *rj = rjv;
rj->stop = stop;
rj->do_update = do_update;
rj->progress = progress;
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);
else
RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->srl, rj->camera_override, rj->lay, rj->scene->r.cfra, rj->write_still);
RE_SetReports(rj->re, NULL);
}
static void render_endjob(void *rjv)
{
RenderJob *rj = rjv;
/* this render may be used again by the sequencer without the active 'Render' where the callbacks
* would be re-assigned. assign dummy callbacks to avoid referencing freed renderjobs bug [#24508] */
RE_InitRenderCB(rj->re);
if (rj->main != G.main)
free_main(rj->main);
/* else the frame will not update for the original value */
if (!(rj->scene->r.scemode & R_NO_FRAME_UPDATE))
ED_update_for_newframe(G.main, rj->scene, rj->win->screen, 1);
/* XXX above function sets all tags in nodes */
ntreeCompositClearTags(rj->scene->nodetree);
/* potentially set by caller */
rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
if (rj->srl) {
nodeUpdateID(rj->scene->nodetree, &rj->scene->id);
WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
}
/* XXX render stability hack */
G.rendering = 0;
WM_main_add_notifier(NC_WINDOW, NULL);
}
/* called by render, check job 'stop' value or the global */
static int render_breakjob(void *rjv)
{
RenderJob *rj = rjv;
if (G.afbreek)
return 1;
if (rj->stop && *(rj->stop))
return 1;
return 0;
}
/* runs in thread, no cursor setting here works. careful with notifiers too (malloc conflicts) */
/* maybe need a way to get job send notifer? */
static void render_drawlock(void *UNUSED(rjv), int lock)
{
BKE_spacedata_draw_locks(lock);
}
/* catch esc */
static int screen_render_modal(bContext *C, wmOperator *UNUSED(op), wmEvent *event)
{
/* no running blender, remove handler and pass through */
if (0 == WM_jobs_test(CTX_wm_manager(C), CTX_data_scene(C))) {
return OPERATOR_FINISHED | OPERATOR_PASS_THROUGH;
}
/* running render */
switch (event->type) {
case ESCKEY:
return OPERATOR_RUNNING_MODAL;
break;
}
return OPERATOR_PASS_THROUGH;
}
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
/* new render clears all callbacks */
Main *mainp;
Scene *scene = CTX_data_scene(C);
SceneRenderLayer *srl = NULL;
bScreen *screen = CTX_wm_screen(C);
View3D *v3d = CTX_wm_view3d(C);
Render *re;
wmJob *steve;
RenderJob *rj;
Image *ima;
int jobflag;
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;
const char *name;
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene))
return OPERATOR_CANCELLED;
if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
return OPERATOR_CANCELLED;
}
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Can't write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
/* stop all running jobs, currently previews frustrate Render */
WM_jobs_stop_all(CTX_wm_manager(C));
/* get main */
if (G.rt == 101) {
/* thread-safety experiment, copy main from the undo buffer */
mainp = BKE_undo_get_main(&scene);
}
else
mainp = CTX_data_main(C);
/* cancel animation playback */
if (screen->animtimer)
ED_screen_animation_play(C, 0, 0);
/* handle UI stuff */
WM_cursor_wait(1);
/* flush multires changes (for sculpt) */
multires_force_render_update(CTX_data_active_object(C));
/* cleanup sequencer caches before starting user triggered render.
* otherwise, invalidated cache entries can make their way into
* the output rendering. We can't put that into RE_BlenderFrame,
* since sequence rendering can call that recursively... (peter) */
seq_stripelem_cache_cleanup();
/* get editmode results */
ED_object_exit_editmode(C, 0); /* 0 = does not exit editmode */
// store spare
// get view3d layer, local layer, make this nice api call to render
// store spare
/* ensure at least 1 area shows result */
render_view_open(C, event->x, event->y);
jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
/* custom scene and single layer re-render */
screen_render_scene_layer_set(op, mainp, &scene, &srl);
if (RNA_struct_property_is_set(op->ptr, "layer"))
jobflag |= WM_JOB_SUSPEND;
/* job custom data */
rj = MEM_callocN(sizeof(RenderJob), "render job");
rj->main = mainp;
rj->scene = scene;
rj->win = CTX_wm_window(C);
rj->srl = srl;
rj->camera_override = camera_override;
rj->lay = (v3d) ? v3d->lay : scene->lay;
rj->anim = is_animation;
rj->write_still = is_write_still && !is_animation;
rj->iuser.scene = scene;
rj->iuser.ok = 1;
rj->reports = op->reports;
/* setup job */
if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render";
else name = "Render";
steve = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag);
WM_jobs_customdata(steve, rj, render_freejob);
WM_jobs_timer(steve, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
WM_jobs_callbacks(steve, render_startjob, NULL, NULL, render_endjob);
/* get a render result image, and make sure it is empty */
ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
BKE_image_backup_render(rj->scene, ima);
rj->image = ima;
/* setup new render */
re = RE_NewRender(scene->id.name);
RE_test_break_cb(re, rj, render_breakjob);
RE_draw_lock_cb(re, rj, render_drawlock);
RE_display_draw_cb(re, rj, image_rect_update);
RE_stats_draw_cb(re, rj, image_renderinfo_cb);
RE_progress_cb(re, rj, render_progress_update);
rj->re = re;
G.afbreek = 0;
WM_jobs_start(CTX_wm_manager(C), steve);
WM_cursor_wait(0);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
/* we set G.rendering here already instead of only in the job, this ensure
* main loop or other scene updates are disabled in time, since they may
* have started before the job thread */
G.rendering = 1;
/* add modal handler for ESC */
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
/* contextual render, using current scene, view3d? */
void RENDER_OT_render(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Render";
ot->description = "Render active scene";
ot->idname = "RENDER_OT_render";
/* api callbacks */
ot->invoke = screen_render_invoke;
ot->modal = screen_render_modal;
ot->exec = screen_render_exec;
/*ot->poll = ED_operator_screenactive;*/ /* this isn't needed, causes failer in background mode */
RNA_def_boolean(ot->srna, "animation", 0, "Animation", "Render files from the animation range of this scene");
RNA_def_boolean(ot->srna, "write_still", 0, "Write Image", "Save rendered the image to the output path (used only when animation is disabled)");
RNA_def_string(ot->srna, "layer", "", RE_MAXNAME, "Render Layer", "Single render layer to re-render (used only when animation is disabled)");
RNA_def_string(ot->srna, "scene", "", MAX_ID_NAME - 2, "Scene", "Scene to render, current scene if not specified");
}