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blender-archive/source/blender/editors/render/render_opengl.c
Jeroen Bakker 15abc9fe74 Draw: Removal of MultiSample Buffers
Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.

The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6367
2019-12-06 07:45:07 +01:00

1170 lines
35 KiB
C

/*
* 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.
*/
/** \file
* \ingroup render
*/
#include <math.h>
#include <string.h>
#include <stddef.h>
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "BLI_math.h"
#include "BLI_math_color_blend.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_threads.h"
#include "BLI_task.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_gpencil_types.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_writeavi.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "DRW_engine.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "ED_gpencil.h"
#include "RE_pipeline.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "IMB_colormanagement.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_matrix.h"
#include "render_intern.h"
/* Define this to get timing information. */
// #define DEBUG_TIME
#ifdef DEBUG_TIME
# include "PIL_time.h"
#endif
// TODO(sergey): Find better approximation of the scheduled frames.
// For really highres renders it might fail still.
#define MAX_SCHEDULED_FRAMES 8
typedef struct OGLRender {
Main *bmain;
Render *re;
Scene *scene;
WorkSpace *workspace;
ViewLayer *view_layer;
Depsgraph *depsgraph;
View3D *v3d;
RegionView3D *rv3d;
ARegion *ar;
ScrArea *prevsa;
ARegion *prevar;
int views_len; /* multi-view views */
bool is_sequencer;
SpaceSeq *sseq;
struct {
ImBuf **ibufs_arr;
} seq_data;
Image *ima;
ImageUser iuser;
GPUOffScreen *ofs;
int sizex, sizey;
int write_still;
ReportList *reports;
bMovieHandle *mh;
int cfrao, nfra;
int totvideos;
/* quick lookup */
int view_id;
/* wm vars for timer and progress cursor */
wmWindowManager *wm;
wmWindow *win;
wmTimer *timer; /* use to check if running modal or not (invoke'd or exec'd)*/
void **movie_ctx_arr;
TaskScheduler *task_scheduler;
TaskPool *task_pool;
bool pool_ok;
bool is_animation;
eImageFormatDepth color_depth;
SpinLock reports_lock;
unsigned int num_scheduled_frames;
ThreadMutex task_mutex;
ThreadCondition task_condition;
#ifdef DEBUG_TIME
double time_start;
#endif
} OGLRender;
static bool screen_opengl_is_multiview(OGLRender *oglrender)
{
View3D *v3d = oglrender->v3d;
RegionView3D *rv3d = oglrender->rv3d;
RenderData *rd = &oglrender->scene->r;
if ((rd == NULL) || ((v3d != NULL) && (rv3d == NULL))) {
return false;
}
return (rd->scemode & R_MULTIVIEW) &&
((v3d == NULL) || (rv3d->persp == RV3D_CAMOB && v3d->camera));
}
static void screen_opengl_views_setup(OGLRender *oglrender)
{
RenderResult *rr;
RenderView *rv;
SceneRenderView *srv;
bool is_multiview;
Object *camera;
View3D *v3d = oglrender->v3d;
RenderData *rd = &oglrender->scene->r;
rr = RE_AcquireResultWrite(oglrender->re);
is_multiview = screen_opengl_is_multiview(oglrender);
if (!is_multiview) {
/* we only have one view when multiview is off */
rv = rr->views.first;
if (rv == NULL) {
rv = MEM_callocN(sizeof(RenderView), "new opengl render view");
BLI_addtail(&rr->views, rv);
}
while (rv->next) {
RenderView *rv_del = rv->next;
BLI_remlink(&rr->views, rv_del);
if (rv_del->rectf) {
MEM_freeN(rv_del->rectf);
}
if (rv_del->rectz) {
MEM_freeN(rv_del->rectz);
}
if (rv_del->rect32) {
MEM_freeN(rv_del->rect32);
}
MEM_freeN(rv_del);
}
}
else {
if (v3d) {
RE_SetOverrideCamera(oglrender->re, V3D_CAMERA_SCENE(oglrender->scene, v3d));
}
/* remove all the views that are not needed */
rv = rr->views.last;
while (rv) {
srv = BLI_findstring(&rd->views, rv->name, offsetof(SceneRenderView, name));
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
rv = rv->prev;
}
else {
RenderView *rv_del = rv;
rv = rv_del->prev;
BLI_remlink(&rr->views, rv_del);
if (rv_del->rectf) {
MEM_freeN(rv_del->rectf);
}
if (rv_del->rectz) {
MEM_freeN(rv_del->rectz);
}
if (rv_del->rect32) {
MEM_freeN(rv_del->rect32);
}
MEM_freeN(rv_del);
}
}
/* create all the views that are needed */
for (srv = rd->views.first; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(rd, srv) == false) {
continue;
}
rv = BLI_findstring(&rr->views, srv->name, offsetof(SceneRenderView, name));
if (rv == NULL) {
rv = MEM_callocN(sizeof(RenderView), "new opengl render view");
BLI_strncpy(rv->name, srv->name, sizeof(rv->name));
BLI_addtail(&rr->views, rv);
}
}
}
if (!(is_multiview && BKE_scene_multiview_is_stereo3d(rd))) {
oglrender->iuser.flag &= ~IMA_SHOW_STEREO;
}
/* will only work for non multiview correctly */
if (v3d) {
camera = BKE_camera_multiview_render(oglrender->scene, v3d->camera, "new opengl render view");
BKE_render_result_stamp_info(oglrender->scene, camera, rr, false);
}
else {
BKE_render_result_stamp_info(oglrender->scene, oglrender->scene->camera, rr, false);
}
RE_ReleaseResult(oglrender->re);
}
static void screen_opengl_render_doit(const bContext *C, OGLRender *oglrender, RenderResult *rr)
{
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Scene *scene = oglrender->scene;
ARegion *ar = oglrender->ar;
View3D *v3d = oglrender->v3d;
RegionView3D *rv3d = oglrender->rv3d;
Object *camera = NULL;
int sizex = oglrender->sizex;
int sizey = oglrender->sizey;
const short view_context = (v3d != NULL);
bool draw_sky = (scene->r.alphamode == R_ADDSKY);
float *rectf = NULL;
unsigned char *rect = NULL;
const char *viewname = RE_GetActiveRenderView(oglrender->re);
ImBuf *ibuf_result = NULL;
if (oglrender->is_sequencer) {
SpaceSeq *sseq = oglrender->sseq;
struct bGPdata *gpd = (sseq && (sseq->flag & SEQ_SHOW_GPENCIL)) ? sseq->gpd : NULL;
/* use pre-calculated ImBuf (avoids deadlock), see: */
ImBuf *ibuf = oglrender->seq_data.ibufs_arr[oglrender->view_id];
if (ibuf) {
ImBuf *out = IMB_dupImBuf(ibuf);
IMB_freeImBuf(ibuf);
/* OpenGL render is considered to be preview and should be
* as fast as possible. So currently we're making sure sequencer
* result is always byte to simplify color management pipeline.
*
* TODO(sergey): In the case of output to float container (EXR)
* it actually makes sense to keep float buffer instead.
*/
if (out->rect_float != NULL) {
IMB_rect_from_float(out);
imb_freerectfloatImBuf(out);
}
BLI_assert((oglrender->sizex == ibuf->x) && (oglrender->sizey == ibuf->y));
RE_render_result_rect_from_ibuf(rr, &scene->r, out, oglrender->view_id);
IMB_freeImBuf(out);
}
else if (gpd) {
/* If there are no strips, Grease Pencil still needs a buffer to draw on */
ImBuf *out = IMB_allocImBuf(oglrender->sizex, oglrender->sizey, 32, IB_rect);
RE_render_result_rect_from_ibuf(rr, &scene->r, out, oglrender->view_id);
IMB_freeImBuf(out);
}
if (gpd) {
int i;
unsigned char *gp_rect;
unsigned char *render_rect =
(unsigned char *)RE_RenderViewGetById(rr, oglrender->view_id)->rect32;
DRW_opengl_context_enable();
GPU_offscreen_bind(oglrender->ofs, true);
GPU_clear_color(0.0f, 0.0f, 0.0f, 0.0f);
GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT);
GPU_matrix_reset();
wmOrtho2(0, scene->r.xsch, 0, scene->r.ysch);
GPU_matrix_translate_2f(scene->r.xsch / 2, scene->r.ysch / 2);
G.f |= G_FLAG_RENDER_VIEWPORT;
ED_annotation_draw_ex(scene, gpd, sizex, sizey, scene->r.cfra, SPACE_SEQ);
G.f &= ~G_FLAG_RENDER_VIEWPORT;
gp_rect = MEM_mallocN(sizex * sizey * sizeof(unsigned char) * 4, "offscreen rect");
GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, gp_rect);
for (i = 0; i < sizex * sizey * 4; i += 4) {
blend_color_mix_byte(&render_rect[i], &render_rect[i], &gp_rect[i]);
}
GPU_offscreen_unbind(oglrender->ofs, true);
DRW_opengl_context_disable();
MEM_freeN(gp_rect);
}
}
else {
/* shouldnt suddenly give errors mid-render but possible */
char err_out[256] = "unknown";
ImBuf *ibuf_view;
const int alpha_mode = (draw_sky) ? R_ADDSKY : R_ALPHAPREMUL;
int output_flags = oglrender->color_depth <= R_IMF_CHAN_DEPTH_8 ? IB_rect : IB_rectfloat;
if (view_context) {
ibuf_view = ED_view3d_draw_offscreen_imbuf(depsgraph,
scene,
v3d->shading.type,
v3d,
ar,
sizex,
sizey,
output_flags,
alpha_mode,
viewname,
oglrender->ofs,
err_out);
/* for stamp only */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
camera = BKE_camera_multiview_render(oglrender->scene, v3d->camera, viewname);
}
}
else {
ibuf_view = ED_view3d_draw_offscreen_imbuf_simple(depsgraph,
scene,
NULL,
OB_SOLID,
scene->camera,
oglrender->sizex,
oglrender->sizey,
output_flags,
V3D_OFSDRAW_SHOW_ANNOTATION,
alpha_mode,
viewname,
oglrender->ofs,
err_out);
camera = scene->camera;
}
if (ibuf_view) {
ibuf_result = ibuf_view;
if (ibuf_view->rect_float) {
rectf = ibuf_view->rect_float;
}
else {
rect = (unsigned char *)ibuf_view->rect;
}
}
else {
fprintf(stderr, "%s: failed to get buffer, %s\n", __func__, err_out);
}
}
if (ibuf_result != NULL) {
if ((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW)) {
BKE_image_stamp_buf(scene, camera, NULL, rect, rectf, rr->rectx, rr->recty, 4);
}
RE_render_result_rect_from_ibuf(rr, &scene->r, ibuf_result, oglrender->view_id);
IMB_freeImBuf(ibuf_result);
}
}
static void screen_opengl_render_write(OGLRender *oglrender)
{
Scene *scene = oglrender->scene;
RenderResult *rr;
bool ok;
char name[FILE_MAX];
rr = RE_AcquireResultRead(oglrender->re);
BKE_image_path_from_imformat(name,
scene->r.pic,
BKE_main_blendfile_path(oglrender->bmain),
scene->r.cfra,
&scene->r.im_format,
(scene->r.scemode & R_EXTENSION) != 0,
false,
NULL);
/* write images as individual images or stereo */
BKE_render_result_stamp_info(scene, scene->camera, rr, false);
ok = RE_WriteRenderViewsImage(oglrender->reports, rr, scene, false, name);
RE_ReleaseResultImage(oglrender->re);
if (ok) {
printf("OpenGL Render written to '%s'\n", name);
}
else {
printf("OpenGL Render failed to write '%s'\n", name);
}
}
static void UNUSED_FUNCTION(addAlphaOverFloat)(float dest[4], const float source[4])
{
/* d = s + (1-alpha_s)d*/
float mul;
mul = 1.0f - source[3];
dest[0] = (mul * dest[0]) + source[0];
dest[1] = (mul * dest[1]) + source[1];
dest[2] = (mul * dest[2]) + source[2];
dest[3] = (mul * dest[3]) + source[3];
}
static void screen_opengl_render_apply(const bContext *C, OGLRender *oglrender)
{
RenderResult *rr;
RenderView *rv;
int view_id;
ImBuf *ibuf;
void *lock;
if (oglrender->is_sequencer) {
Scene *scene = oglrender->scene;
SeqRenderData context;
SpaceSeq *sseq = oglrender->sseq;
int chanshown = sseq ? sseq->chanshown : 0;
BKE_sequencer_new_render_data(oglrender->bmain,
oglrender->depsgraph,
scene,
oglrender->sizex,
oglrender->sizey,
100.0f,
false,
&context);
for (view_id = 0; view_id < oglrender->views_len; view_id++) {
context.view_id = view_id;
context.gpu_offscreen = oglrender->ofs;
oglrender->seq_data.ibufs_arr[view_id] = BKE_sequencer_give_ibuf(&context, CFRA, chanshown);
}
}
rr = RE_AcquireResultRead(oglrender->re);
for (rv = rr->views.first, view_id = 0; rv; rv = rv->next, view_id++) {
BLI_assert(view_id < oglrender->views_len);
RE_SetActiveRenderView(oglrender->re, rv->name);
oglrender->view_id = view_id;
/* render composite */
screen_opengl_render_doit(C, oglrender, rr);
}
RE_ReleaseResult(oglrender->re);
ibuf = BKE_image_acquire_ibuf(oglrender->ima, &oglrender->iuser, &lock);
if (ibuf) {
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
}
BKE_image_release_ibuf(oglrender->ima, ibuf, lock);
if (oglrender->write_still) {
screen_opengl_render_write(oglrender);
}
}
static bool screen_opengl_render_init(bContext *C, wmOperator *op)
{
/* new render clears all callbacks */
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
WorkSpace *workspace = CTX_wm_workspace(C);
Scene *scene = CTX_data_scene(C);
ScrArea *prevsa = CTX_wm_area(C);
ARegion *prevar = CTX_wm_region(C);
GPUOffScreen *ofs;
OGLRender *oglrender;
int sizex, sizey;
bool is_view_context = RNA_boolean_get(op->ptr, "view_context");
const bool is_animation = RNA_boolean_get(op->ptr, "animation");
const bool is_sequencer = RNA_boolean_get(op->ptr, "sequencer");
const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
const eImageFormatDepth color_depth = (is_animation) ? scene->r.im_format.depth :
R_IMF_CHAN_DEPTH_32;
char err_out[256] = "unknown";
if (G.background) {
BKE_report(
op->reports, RPT_ERROR, "Cannot use OpenGL render in background mode (no opengl context)");
return false;
}
/* only one render job at a time */
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)) {
return false;
}
if (is_sequencer) {
is_view_context = false;
}
else {
/* ensure we have a 3d view */
if (!ED_view3d_context_activate(C)) {
RNA_boolean_set(op->ptr, "view_context", false);
is_view_context = false;
}
if (!is_view_context && scene->camera == NULL) {
BKE_report(op->reports, RPT_ERROR, "Scene has no camera");
return false;
}
}
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(
op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
return false;
}
/* stop all running jobs, except screen one. currently previews frustrate Render */
WM_jobs_kill_all_except(wm, CTX_wm_screen(C));
/* create offscreen buffer */
sizex = (scene->r.size * scene->r.xsch) / 100;
sizey = (scene->r.size * scene->r.ysch) / 100;
/* corrects render size with actual size, not every card supports non-power-of-two dimensions */
DRW_opengl_context_enable(); /* Offscreen creation needs to be done in DRW context. */
ofs = GPU_offscreen_create(sizex, sizey, 0, true, true, err_out);
DRW_opengl_context_disable();
if (!ofs) {
BKE_reportf(op->reports, RPT_ERROR, "Failed to create OpenGL off-screen buffer, %s", err_out);
return false;
}
/* allocate opengl render */
oglrender = MEM_callocN(sizeof(OGLRender), "OGLRender");
op->customdata = oglrender;
oglrender->ofs = ofs;
oglrender->sizex = sizex;
oglrender->sizey = sizey;
oglrender->bmain = CTX_data_main(C);
oglrender->scene = scene;
oglrender->workspace = workspace;
oglrender->view_layer = CTX_data_view_layer(C);
/* NOTE: The depsgraph is not only used to update scene for a new frames, but also to initialize
* output video handles, which does need evaluated scene. */
oglrender->depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
oglrender->cfrao = scene->r.cfra;
oglrender->write_still = is_write_still && !is_animation;
oglrender->is_animation = is_animation;
oglrender->color_depth = color_depth;
oglrender->views_len = BKE_scene_multiview_num_views_get(&scene->r);
oglrender->is_sequencer = is_sequencer;
if (is_sequencer) {
oglrender->sseq = CTX_wm_space_seq(C);
ImBuf **ibufs_arr = MEM_callocN(sizeof(*ibufs_arr) * oglrender->views_len, __func__);
oglrender->seq_data.ibufs_arr = ibufs_arr;
}
oglrender->prevsa = prevsa;
oglrender->prevar = prevar;
if (is_view_context) {
/* so quad view renders camera */
ED_view3d_context_user_region(C, &oglrender->v3d, &oglrender->ar);
oglrender->rv3d = oglrender->ar->regiondata;
/* MUST be cleared on exit */
memset(&oglrender->scene->customdata_mask_modal,
0,
sizeof(oglrender->scene->customdata_mask_modal));
ED_view3d_datamask(
C, oglrender->scene, oglrender->v3d, &oglrender->scene->customdata_mask_modal);
/* apply immediately in case we're rendering from a script,
* running notifiers again will overwrite */
CustomData_MeshMasks_update(&oglrender->scene->customdata_mask,
&oglrender->scene->customdata_mask_modal);
}
/* create render */
oglrender->re = RE_NewSceneRender(scene);
/* create image and image user */
oglrender->ima = BKE_image_verify_viewer(oglrender->bmain, IMA_TYPE_R_RESULT, "Render Result");
BKE_image_signal(oglrender->bmain, oglrender->ima, NULL, IMA_SIGNAL_FREE);
BKE_image_backup_render(oglrender->scene, oglrender->ima, true);
oglrender->iuser.scene = scene;
oglrender->iuser.ok = 1;
/* create render result */
RE_InitState(oglrender->re, NULL, &scene->r, &scene->view_layers, NULL, sizex, sizey, NULL);
/* create render views */
screen_opengl_views_setup(oglrender);
/* wm vars */
oglrender->wm = wm;
oglrender->win = win;
oglrender->totvideos = 0;
oglrender->mh = NULL;
oglrender->movie_ctx_arr = NULL;
if (is_animation) {
TaskScheduler *task_scheduler = BLI_task_scheduler_get();
if (BKE_imtype_is_movie(scene->r.im_format.imtype)) {
task_scheduler = BLI_task_scheduler_create(1);
oglrender->task_scheduler = task_scheduler;
oglrender->task_pool = BLI_task_pool_create_background(task_scheduler, oglrender);
}
else {
oglrender->task_scheduler = NULL;
oglrender->task_pool = BLI_task_pool_create(task_scheduler, oglrender);
}
oglrender->pool_ok = true;
BLI_spin_init(&oglrender->reports_lock);
}
else {
oglrender->task_scheduler = NULL;
oglrender->task_pool = NULL;
}
oglrender->num_scheduled_frames = 0;
BLI_mutex_init(&oglrender->task_mutex);
BLI_condition_init(&oglrender->task_condition);
#ifdef DEBUG_TIME
oglrender->time_start = PIL_check_seconds_timer();
#endif
return true;
}
static void screen_opengl_render_end(bContext *C, OGLRender *oglrender)
{
Main *bmain = CTX_data_main(C);
Scene *scene = oglrender->scene;
int i;
if (oglrender->is_animation) {
/* Trickery part for movie output:
*
* We MUST write frames in an exact order, so we only let background
* thread to work on that, and main thread is simply waits for that
* thread to do all the dirty work.
*
* After this loop is done work_and_wait() will have nothing to do,
* so we don't run into wrong order of frames written to the stream.
*/
if (BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BLI_mutex_lock(&oglrender->task_mutex);
while (oglrender->num_scheduled_frames > 0) {
BLI_condition_wait(&oglrender->task_condition, &oglrender->task_mutex);
}
BLI_mutex_unlock(&oglrender->task_mutex);
}
BLI_task_pool_work_and_wait(oglrender->task_pool);
BLI_task_pool_free(oglrender->task_pool);
/* Depending on various things we might or might not use global scheduler. */
if (oglrender->task_scheduler != NULL) {
BLI_task_scheduler_free(oglrender->task_scheduler);
}
BLI_spin_end(&oglrender->reports_lock);
}
BLI_mutex_end(&oglrender->task_mutex);
BLI_condition_end(&oglrender->task_condition);
#ifdef DEBUG_TIME
printf("Total render time: %f\n", PIL_check_seconds_timer() - oglrender->time_start);
#endif
if (oglrender->mh) {
if (BKE_imtype_is_movie(scene->r.im_format.imtype)) {
for (i = 0; i < oglrender->totvideos; i++) {
oglrender->mh->end_movie(oglrender->movie_ctx_arr[i]);
oglrender->mh->context_free(oglrender->movie_ctx_arr[i]);
}
}
if (oglrender->movie_ctx_arr) {
MEM_freeN(oglrender->movie_ctx_arr);
}
}
if (oglrender->timer) { /* exec will not have a timer */
Depsgraph *depsgraph = oglrender->depsgraph;
scene->r.cfra = oglrender->cfrao;
BKE_scene_graph_update_for_newframe(depsgraph, bmain);
WM_event_remove_timer(oglrender->wm, oglrender->win, oglrender->timer);
}
WM_cursor_modal_restore(oglrender->win);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, oglrender->scene);
DRW_opengl_context_enable();
GPU_offscreen_free(oglrender->ofs);
DRW_opengl_context_disable();
if (oglrender->is_sequencer) {
MEM_freeN(oglrender->seq_data.ibufs_arr);
}
memset(&oglrender->scene->customdata_mask_modal,
0,
sizeof(oglrender->scene->customdata_mask_modal));
CTX_wm_area_set(C, oglrender->prevsa);
CTX_wm_region_set(C, oglrender->prevar);
MEM_freeN(oglrender);
}
static void screen_opengl_render_cancel(bContext *C, wmOperator *op)
{
screen_opengl_render_end(C, op->customdata);
}
/* share between invoke and exec */
static bool screen_opengl_render_anim_initialize(bContext *C, wmOperator *op)
{
/* initialize animation */
OGLRender *oglrender;
Scene *scene;
oglrender = op->customdata;
scene = oglrender->scene;
oglrender->totvideos = BKE_scene_multiview_num_videos_get(&scene->r);
oglrender->reports = op->reports;
if (BKE_imtype_is_movie(scene->r.im_format.imtype)) {
size_t width, height;
int i;
BKE_scene_multiview_videos_dimensions_get(
&scene->r, oglrender->sizex, oglrender->sizey, &width, &height);
oglrender->mh = BKE_movie_handle_get(scene->r.im_format.imtype);
if (oglrender->mh == NULL) {
BKE_report(oglrender->reports, RPT_ERROR, "Movie format unsupported");
screen_opengl_render_end(C, oglrender);
return false;
}
oglrender->movie_ctx_arr = MEM_mallocN(sizeof(void *) * oglrender->totvideos, "Movies");
for (i = 0; i < oglrender->totvideos; i++) {
Scene *scene_eval = DEG_get_evaluated_scene(oglrender->depsgraph);
const char *suffix = BKE_scene_multiview_view_id_suffix_get(&scene->r, i);
oglrender->movie_ctx_arr[i] = oglrender->mh->context_create();
if (!oglrender->mh->start_movie(oglrender->movie_ctx_arr[i],
scene_eval,
&scene->r,
oglrender->sizex,
oglrender->sizey,
oglrender->reports,
PRVRANGEON != 0,
suffix)) {
screen_opengl_render_end(C, oglrender);
return false;
}
}
}
oglrender->cfrao = scene->r.cfra;
oglrender->nfra = PSFRA;
scene->r.cfra = PSFRA;
return true;
}
typedef struct WriteTaskData {
RenderResult *rr;
Scene tmp_scene;
} WriteTaskData;
static void write_result_func(TaskPool *__restrict pool, void *task_data_v, int UNUSED(thread_id))
{
OGLRender *oglrender = (OGLRender *)BLI_task_pool_userdata(pool);
WriteTaskData *task_data = (WriteTaskData *)task_data_v;
Scene *scene = &task_data->tmp_scene;
RenderResult *rr = task_data->rr;
const bool is_movie = BKE_imtype_is_movie(scene->r.im_format.imtype);
const int cfra = scene->r.cfra;
bool ok;
/* Don't attempt to write if we've got an error. */
if (!oglrender->pool_ok) {
RE_FreeRenderResult(rr);
BLI_mutex_lock(&oglrender->task_mutex);
oglrender->num_scheduled_frames--;
BLI_condition_notify_all(&oglrender->task_condition);
BLI_mutex_unlock(&oglrender->task_mutex);
return;
}
/* Construct local thread0safe copy of reports structure which we can
* safely pass to the underlying functions.
*/
ReportList reports;
BKE_reports_init(&reports, oglrender->reports->flag & ~RPT_PRINT);
/* Do actual save logic here, depending on the file format.
*
* NOTE: We have to construct temporary scene with proper scene->r.cfra.
* This is because underlying calls do not use r.cfra but use scene
* for that.
*/
if (is_movie) {
ok = RE_WriteRenderViewsMovie(&reports,
rr,
scene,
&scene->r,
oglrender->mh,
oglrender->movie_ctx_arr,
oglrender->totvideos,
PRVRANGEON != 0);
}
else {
/* TODO(sergey): We can in theory save some CPU ticks here because we
* calculate file name again here.
*/
char name[FILE_MAX];
BKE_image_path_from_imformat(name,
scene->r.pic,
BKE_main_blendfile_path(oglrender->bmain),
cfra,
&scene->r.im_format,
(scene->r.scemode & R_EXTENSION) != 0,
true,
NULL);
BKE_render_result_stamp_info(scene, scene->camera, rr, false);
ok = RE_WriteRenderViewsImage(NULL, rr, scene, true, name);
if (!ok) {
BKE_reportf(&reports, RPT_ERROR, "Write error: cannot save %s", name);
}
}
if (reports.list.first != NULL) {
BLI_spin_lock(&oglrender->reports_lock);
for (Report *report = reports.list.first; report != NULL; report = report->next) {
BKE_report(oglrender->reports, report->type, report->message);
}
BLI_spin_unlock(&oglrender->reports_lock);
}
if (!ok) {
oglrender->pool_ok = false;
}
RE_FreeRenderResult(rr);
BLI_mutex_lock(&oglrender->task_mutex);
oglrender->num_scheduled_frames--;
BLI_condition_notify_all(&oglrender->task_condition);
BLI_mutex_unlock(&oglrender->task_mutex);
}
static bool schedule_write_result(OGLRender *oglrender, RenderResult *rr)
{
if (!oglrender->pool_ok) {
RE_FreeRenderResult(rr);
return false;
}
Scene *scene = oglrender->scene;
WriteTaskData *task_data = MEM_mallocN(sizeof(WriteTaskData), "write task data");
task_data->rr = rr;
task_data->tmp_scene = *scene;
BLI_mutex_lock(&oglrender->task_mutex);
oglrender->num_scheduled_frames++;
if (oglrender->num_scheduled_frames > MAX_SCHEDULED_FRAMES) {
BLI_condition_wait(&oglrender->task_condition, &oglrender->task_mutex);
}
BLI_mutex_unlock(&oglrender->task_mutex);
BLI_task_pool_push(oglrender->task_pool, write_result_func, task_data, true, TASK_PRIORITY_LOW);
return true;
}
static bool screen_opengl_render_anim_step(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
OGLRender *oglrender = op->customdata;
Scene *scene = oglrender->scene;
Depsgraph *depsgraph = oglrender->depsgraph;
char name[FILE_MAX];
bool ok = false;
const bool view_context = (oglrender->v3d != NULL);
bool is_movie;
RenderResult *rr;
/* go to next frame */
if (CFRA < oglrender->nfra) {
CFRA++;
}
while (CFRA < oglrender->nfra) {
BKE_scene_graph_update_for_newframe(depsgraph, bmain);
CFRA++;
}
is_movie = BKE_imtype_is_movie(scene->r.im_format.imtype);
if (!is_movie) {
BKE_image_path_from_imformat(name,
scene->r.pic,
BKE_main_blendfile_path(oglrender->bmain),
scene->r.cfra,
&scene->r.im_format,
(scene->r.scemode & R_EXTENSION) != 0,
true,
NULL);
if ((scene->r.mode & R_NO_OVERWRITE) && BLI_exists(name)) {
BLI_spin_lock(&oglrender->reports_lock);
BKE_reportf(op->reports, RPT_INFO, "Skipping existing frame \"%s\"", name);
BLI_spin_unlock(&oglrender->reports_lock);
ok = true;
goto finally;
}
}
WM_cursor_time(oglrender->win, scene->r.cfra);
BKE_scene_graph_update_for_newframe(depsgraph, bmain);
if (view_context) {
if (oglrender->rv3d->persp == RV3D_CAMOB && oglrender->v3d->camera &&
oglrender->v3d->scenelock) {
/* since BKE_scene_graph_update_for_newframe() is used rather
* then ED_update_for_newframe() the camera needs to be set */
if (BKE_scene_camera_switch_update(scene)) {
oglrender->v3d->camera = scene->camera;
}
}
}
else {
BKE_scene_camera_switch_update(scene);
}
/* render into offscreen buffer */
screen_opengl_render_apply(C, oglrender);
/* save to disk */
rr = RE_AcquireResultRead(oglrender->re);
RenderResult *new_rr = RE_DuplicateRenderResult(rr);
RE_ReleaseResult(oglrender->re);
ok = schedule_write_result(oglrender, new_rr);
finally: /* Step the frame and bail early if needed */
/* go to next frame */
oglrender->nfra += scene->r.frame_step;
/* stop at the end or on error */
if (CFRA >= PEFRA || !ok) {
screen_opengl_render_end(C, op->customdata);
return 0;
}
return 1;
}
static int screen_opengl_render_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
OGLRender *oglrender = op->customdata;
const bool anim = RNA_boolean_get(op->ptr, "animation");
bool ret;
switch (event->type) {
case ESCKEY:
/* cancel */
oglrender->pool_ok = false; /* Flag pool for cancel. */
screen_opengl_render_end(C, op->customdata);
return OPERATOR_FINISHED;
case TIMER:
/* render frame? */
if (oglrender->timer == event->customdata) {
break;
}
ATTR_FALLTHROUGH;
default:
/* nothing to do */
return OPERATOR_RUNNING_MODAL;
}
/* run first because screen_opengl_render_anim_step can free oglrender */
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, oglrender->scene);
if (anim == 0) {
screen_opengl_render_apply(C, op->customdata);
screen_opengl_render_end(C, op->customdata);
return OPERATOR_FINISHED;
}
else {
ret = screen_opengl_render_anim_step(C, op);
}
/* stop at the end or on error */
if (ret == false) {
return OPERATOR_FINISHED;
}
return OPERATOR_RUNNING_MODAL;
}
static int screen_opengl_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
OGLRender *oglrender;
const bool anim = RNA_boolean_get(op->ptr, "animation");
if (!screen_opengl_render_init(C, op)) {
return OPERATOR_CANCELLED;
}
if (anim) {
if (!screen_opengl_render_anim_initialize(C, op)) {
return OPERATOR_CANCELLED;
}
}
oglrender = op->customdata;
render_view_open(C, event->x, event->y, op->reports);
/* view may be changed above (R_OUTPUT_WINDOW) */
oglrender->win = CTX_wm_window(C);
WM_event_add_modal_handler(C, op);
oglrender->timer = WM_event_add_timer(oglrender->wm, oglrender->win, TIMER, 0.01f);
return OPERATOR_RUNNING_MODAL;
}
/* executes blocking render */
static int screen_opengl_render_exec(bContext *C, wmOperator *op)
{
const bool is_animation = RNA_boolean_get(op->ptr, "animation");
if (!screen_opengl_render_init(C, op)) {
return OPERATOR_CANCELLED;
}
if (!is_animation) { /* same as invoke */
/* render image */
screen_opengl_render_apply(C, op->customdata);
screen_opengl_render_end(C, op->customdata);
return OPERATOR_FINISHED;
}
else {
bool ret = true;
if (!screen_opengl_render_anim_initialize(C, op)) {
return OPERATOR_CANCELLED;
}
while (ret) {
ret = screen_opengl_render_anim_step(C, op);
}
}
/* no redraw needed, we leave state as we entered it */
// ED_update_for_newframe(C);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, CTX_data_scene(C));
return OPERATOR_FINISHED;
}
void RENDER_OT_opengl(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Viewport Render";
ot->description = "Take a snapshot of the active viewport";
ot->idname = "RENDER_OT_opengl";
/* api callbacks */
ot->invoke = screen_opengl_render_invoke;
ot->exec = screen_opengl_render_exec; /* blocking */
ot->modal = screen_opengl_render_modal;
ot->cancel = screen_opengl_render_cancel;
ot->poll = ED_operator_screenactive;
prop = RNA_def_boolean(ot->srna,
"animation",
0,
"Animation",
"Render files from the animation range of this scene");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
prop = RNA_def_boolean(
ot->srna, "sequencer", 0, "Sequencer", "Render using the sequencer's OpenGL display");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
prop = 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_property_flag(prop, PROP_SKIP_SAVE);
prop = RNA_def_boolean(ot->srna,
"view_context",
1,
"View Context",
"Use the current 3D view for rendering, else use scene settings");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
/* function for getting an opengl buffer from a View3D, used by sequencer */
// extern void *sequencer_view3d_cb;