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blender-archive/source/blender/editors/render/render_opengl.c
Dalai Felinto 5f45cbb26e Fix T58517: Multi-view issues with OpenGL render + scene settings
Patch by Shinsuke Irie.

* * *

Note from reviewer/committer (dfelinto):

OpenGL render from the VSE preview window is working, while the VSE
preview window itself does not show stereo.

That said the patch is ok, and I was able to test that the VSE preview
OpenGL still works. I will tackle VSE preview itself separately myself.
2019-03-22 13:20:54 -03:00

1128 lines
32 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 edrend
*/
#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 "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. */
// #undef 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 ofs_samples;
bool ofs_full_samples;
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;
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_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;
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);
wmOrtho2(0, sizex, 0, sizey);
GPU_matrix_translate_2f(sizex / 2, sizey / 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;
unsigned int draw_flags = V3D_OFSDRAW_NONE;
draw_flags |= (oglrender->ofs_full_samples) ? V3D_OFSDRAW_USE_FULL_SAMPLE : 0;
if (view_context) {
ibuf_view = ED_view3d_draw_offscreen_imbuf(
depsgraph, scene, v3d->shading.type,
v3d, ar, sizex, sizey,
IB_rectfloat, draw_flags, alpha_mode, oglrender->ofs_samples, 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 {
draw_flags |= V3D_OFSDRAW_USE_GPENCIL;
ibuf_view = ED_view3d_draw_offscreen_imbuf_simple(
depsgraph, scene, OB_SOLID,
scene->camera, oglrender->sizex, oglrender->sizey,
IB_rectfloat, draw_flags,
alpha_mode, oglrender->ofs_samples, viewname,
oglrender->ofs, err_out);
camera = scene->camera;
}
if (ibuf_view) {
ibuf_result = ibuf_view;
rectf = (float *)ibuf_view->rect_float;
}
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, NULL, 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;
context.gpu_full_samples = oglrender->ofs_full_samples;
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_fullsample_enabled(Scene *scene)
{
if (scene->r.scemode & R_FULL_SAMPLE) {
return true;
}
else {
/* XXX TODO:
* Technically if the hardware supports MSAA we could keep using Blender 2.7x approach.
* However anti-aliasing without full_sample is not playing well even in 2.7x.
*
* For example, if you enable depth of field, there is aliasing, even if the viewport is fine.
* For 2.8x this is more complicated because so many things rely on shader.
* So until we fix the gpu_framebuffer anti-aliasing suupport we need to force full sample.
*/
return true;
}
}
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;
const int samples = (scene->r.mode & R_OSA) ? scene->r.osa : 0;
const bool full_samples = (samples != 0) && screen_opengl_fullsample_enabled(scene);
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");
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, full_samples ? 0 : samples, 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->ofs_samples = samples;
oglrender->ofs_full_samples = full_samples;
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);
oglrender->depsgraph = CTX_data_depsgraph(C);
oglrender->cfrao = scene->r.cfra;
oglrender->write_still = is_write_still && !is_animation;
oglrender->is_animation = is_animation;
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++) {
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, &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;