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blender-archive/source/blender/editors/render/render_internal.c
Sergey Sharybin 26d7b6c517 Fix T43831: Image Editor: Render info not displayed
Issue was caused by b62c2a9 and root of it goes to the fact that text
info is stored in the "main" scene, not the currently rendering one.

This is a bit annoying but making it so text and result are coming
from the same scene is a bit dangerous to do now. Will re-visit this
change after the release and see if it might be done in a more clear
fashion.
2015-03-11 00:04:59 +05:00

1634 lines
46 KiB
C

/*
* ***** 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_utildefines.h"
#include "PIL_time.h"
#include "BLF_translation.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "DNA_userdef_types.h"
#include "BKE_blender.h"
#include "BKE_context.h"
#include "BKE_colortools.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_object.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_object.h"
#include "ED_render.h"
#include "ED_screen.h"
#include "ED_util.h"
#include "ED_view3d.h"
#include "RE_pipeline.h"
#include "RE_engine.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf_types.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "render_intern.h"
/* Render Callbacks */
static int render_break(void *rjv);
typedef struct RenderJob {
Main *main;
Scene *scene;
Scene *current_scene;
Render *re;
SceneRenderLayer *srl;
struct Object *camera_override;
int lay_override;
bool v3d_override;
bool anim, write_still;
Image *image;
ImageUser iuser;
bool image_outdated;
short *stop;
short *do_update;
float *progress;
ReportList *reports;
int orig_layer;
int last_layer;
ScrArea *sa;
ColorManagedViewSettings view_settings;
ColorManagedDisplaySettings display_settings;
bool interface_locked;
} RenderJob;
/* called inside thread! */
static void image_buffer_rect_update(RenderJob *rj, RenderResult *rr, ImBuf *ibuf, ImageUser *iuser, volatile rcti *renrect)
{
Scene *scene = rj->scene;
const float *rectf = NULL;
int ymin, ymax, xmin, xmax;
int rymin, rxmin;
int linear_stride, linear_offset_x, linear_offset_y;
ColorManagedViewSettings *view_settings;
ColorManagedDisplaySettings *display_settings;
/* Exception for exr tiles -- display buffer conversion happens here,
* NOT in the color management pipeline.
*/
if (ibuf->userflags & IB_DISPLAY_BUFFER_INVALID &&
rr->do_exr_tile == false)
{
/* The whole image buffer it so be color managed again anyway. */
return;
}
/* 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;
/* The thing here is, the logic below (which was default behavior
* of how rectf is acquiring since forever) gives float buffer for
* composite output only. This buffer can not be used for other
* passes obviously.
*
* We might try finding corresponding for pass buffer in render result
* (which is actually missing when rendering with Cycles, who only
* writes all the passes when the tile is finished) or use float
* buffer from image buffer as reference, which is easier to use and
* contains all the data we need anyway.
* - sergey -
*/
/* TODO(sergey): Need to check has_combined here? */
if (iuser->pass == 0) {
/* find current float rect for display, first case is after composite... still weak */
if (rr->rectf)
rectf = rr->rectf;
else {
if (rr->rect32) {
/* special case, currently only happens with sequencer rendering,
* which updates the whole frame, so we can only mark display buffer
* as invalid here (sergey)
*/
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
return;
}
else {
if (rr->renlay == NULL || rr->renlay->rectf == NULL) return;
rectf = rr->renlay->rectf;
}
}
if (rectf == NULL) return;
rectf += 4 * (rr->rectx * ymin + xmin);
linear_stride = rr->rectx;
linear_offset_x = rxmin;
linear_offset_y = rymin;
}
else {
rectf = ibuf->rect_float;
linear_stride = ibuf->x;
linear_offset_x = 0;
linear_offset_y = 0;
}
if (rr->do_exr_tile) {
/* We don't support changing color management settings during rendering
* when using Save Buffers option.
*/
view_settings = &rj->view_settings;
display_settings = &rj->display_settings;
}
else {
view_settings = &scene->view_settings;
display_settings = &scene->display_settings;
}
IMB_partial_display_buffer_update(ibuf, rectf, NULL,
linear_stride, linear_offset_x, linear_offset_y,
view_settings, display_settings,
rxmin, rymin, rxmin + xmax, rymin + ymax,
rr->do_exr_tile);
}
/* ****************************** 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;
BKE_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_override;
const bool is_animation = RNA_boolean_get(op->ptr, "animation");
const bool 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, "Cannot write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
re = RE_NewRender(scene->id.name);
lay_override = (v3d && v3d->lay != scene->lay) ? v3d->lay : 0;
G.is_break = false;
RE_test_break_cb(re, NULL, render_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) */
BKE_sequencer_cache_cleanup();
RE_SetReports(re, op->reports);
BLI_begin_threaded_malloc();
if (is_animation)
RE_BlenderAnim(re, mainp, scene, camera_override, lay_override, scene->r.sfra, scene->r.efra, scene->r.frame_step);
else
RE_BlenderFrame(re, mainp, scene, srl, camera_override, lay_override, scene->r.cfra, is_write_still);
BLI_end_threaded_malloc();
RE_SetReports(re, NULL);
// no redraw needed, we leave state as we entered it
ED_update_for_newframe(mainp, scene, 1);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
return OPERATOR_FINISHED;
}
static void render_freejob(void *rjv)
{
RenderJob *rj = rjv;
BKE_color_managed_view_settings_free(&rj->view_settings);
MEM_freeN(rj);
}
/* str is IMA_MAX_RENDER_TEXT in size */
static void make_renderinfo_string(const RenderStats *rs,
const Scene *scene,
const bool v3d_override,
const char *error,
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);
/* local view */
if (rs->localview)
spos += sprintf(spos, "%s | ", IFACE_("3D Local View"));
else if (v3d_override)
spos += sprintf(spos, "%s | ", IFACE_("3D View"));
/* frame number */
spos += sprintf(spos, IFACE_("Frame:%d "), (scene->r.cfra));
/* previous and elapsed time */
BLI_timestr(rs->lastframetime, info_time_str, sizeof(info_time_str));
if (rs->infostr && rs->infostr[0]) {
if (rs->lastframetime != 0.0)
spos += sprintf(spos, IFACE_("| Last:%s "), info_time_str);
else
spos += sprintf(spos, "| ");
BLI_timestr(PIL_check_seconds_timer() - rs->starttime, info_time_str, sizeof(info_time_str));
}
else
spos += sprintf(spos, "| ");
spos += sprintf(spos, IFACE_("Time:%s "), info_time_str);
/* statistics */
if (rs->statstr) {
if (rs->statstr[0]) {
spos += sprintf(spos, "| %s ", rs->statstr);
}
}
else {
if (rs->totvert || rs->totface || rs->tothalo || rs->totstrand || rs->totlamp)
spos += sprintf(spos, "| ");
if (rs->totvert) spos += sprintf(spos, IFACE_("Ve:%d "), rs->totvert);
if (rs->totface) spos += sprintf(spos, IFACE_("Fa:%d "), rs->totface);
if (rs->tothalo) spos += sprintf(spos, IFACE_("Ha:%d "), rs->tothalo);
if (rs->totstrand) spos += sprintf(spos, IFACE_("St:%d "), rs->totstrand);
if (rs->totlamp) spos += sprintf(spos, IFACE_("La:%d "), rs->totlamp);
if (rs->mem_peak == 0.0f)
spos += sprintf(spos, IFACE_("| Mem:%.2fM (%.2fM, Peak %.2fM) "),
megs_used_memory, mmap_used_memory, megs_peak_memory);
else
spos += sprintf(spos, IFACE_("| Mem:%.2fM, Peak: %.2fM "), rs->mem_used, rs->mem_peak);
if (rs->curfield)
spos += sprintf(spos, IFACE_("Field %d "), rs->curfield);
if (rs->curblur)
spos += sprintf(spos, IFACE_("Blur %d "), rs->curblur);
}
/* full sample */
if (rs->curfsa)
spos += sprintf(spos, IFACE_("| Full Sample %d "), rs->curfsa);
/* extra info */
if (rs->infostr && rs->infostr[0]) {
spos += sprintf(spos, "| %s ", rs->infostr);
}
else if (error && error[0]) {
spos += sprintf(spos, "| %s ", error);
}
/* 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, rj->v3d_override,
rr->error, rr->text);
}
RE_ReleaseResult(rj->re);
/* make jobs timer to send notifier */
*(rj->do_update) = true;
}
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) = true;
}
}
/* Not totally reliable, but works fine in most of cases and
* in worst case would just make it so extra color management
* for the whole render result is applied (which was already
* happening already).
*/
static void render_image_update_pass_and_layer(RenderJob *rj, RenderResult *rr, ImageUser *iuser)
{
wmWindowManager *wm;
ScrArea *first_sa = NULL, *matched_sa = NULL;
/* image window, compo node users */
for (wm = rj->main->wm.first; wm && matched_sa == NULL; wm = wm->id.next) { /* only 1 wm */
wmWindow *win;
for (win = wm->windows.first; win && matched_sa == NULL; win = win->next) {
ScrArea *sa;
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
if (sa->spacetype == SPACE_IMAGE) {
SpaceImage *sima = sa->spacedata.first;
// sa->spacedata might be empty when toggling fullscreen mode.
if (sima != NULL && sima->image == rj->image) {
if (first_sa == NULL) {
first_sa = sa;
}
if (sa == rj->sa) {
matched_sa = sa;
break;
}
}
}
}
}
}
if (matched_sa == NULL) {
matched_sa = first_sa;
}
if (matched_sa) {
SpaceImage *sima = matched_sa->spacedata.first;
RenderResult *main_rr = RE_AcquireResultRead(rj->re);
/* TODO(sergey): is there faster way to get the layer index? */
if (rr->renlay) {
int layer = BLI_findstringindex(&main_rr->layers,
(char *)rr->renlay->name,
offsetof(RenderLayer, name));
if (layer != rj->last_layer) {
sima->iuser.layer = layer;
rj->last_layer = layer;
}
}
iuser->pass = sima->iuser.pass;
iuser->layer = sima->iuser.layer;
RE_ReleaseResult(rj->re);
}
}
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) {
rj->image_outdated = true;
return;
}
else if (rj->image_outdated) {
/* update entire render */
rj->image_outdated = false;
BKE_image_signal(ima, NULL, IMA_SIGNAL_COLORMANAGE);
*(rj->do_update) = true;
return;
}
if (rr == NULL)
return;
/* update part of render */
render_image_update_pass_and_layer(rj, rr, &rj->iuser);
ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
if (ibuf) {
/* Don't waste time on CPU side color management if
* image will be displayed using GLSL.
*
* Need to update rect if Save Buffers enabled because in
* this case GLSL doesn't have original float buffer to
* operate with.
*/
if (rr->do_exr_tile ||
ibuf->channels == 1 ||
U.image_draw_method != IMAGE_DRAW_METHOD_GLSL)
{
image_buffer_rect_update(rj, rr, ibuf, &rj->iuser, renrect);
}
/* make jobs timer to send notifier */
*(rj->do_update) = true;
}
BKE_image_release_ibuf(ima, ibuf, lock);
}
static void current_scene_update(void *rjv, Scene *scene)
{
RenderJob *rj = rjv;
rj->current_scene = scene;
rj->iuser.scene = scene;
}
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_override, 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_override, rj->scene->r.cfra, rj->write_still);
RE_SetReports(rj->re, NULL);
}
static void render_image_restore_layer(RenderJob *rj)
{
wmWindowManager *wm;
/* image window, compo node users */
for (wm = rj->main->wm.first; wm; wm = wm->id.next) { /* only 1 wm */
wmWindow *win;
for (win = wm->windows.first; win; win = win->next) {
ScrArea *sa;
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
if (sa == rj->sa) {
if (sa->spacetype == SPACE_IMAGE) {
SpaceImage *sima = sa->spacedata.first;
sima->iuser.layer = rj->orig_layer;
}
return;
}
}
}
}
}
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)
BKE_main_free(rj->main);
/* else the frame will not update for the original value */
if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) {
/* possible this fails of loading new file while rendering */
if (G.main->wm.first) {
ED_update_for_newframe(G.main, rj->scene, 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);
}
if (rj->sa) {
render_image_restore_layer(rj);
}
/* XXX render stability hack */
G.is_rendering = false;
WM_main_add_notifier(NC_SCENE | ND_RENDER_RESULT, NULL);
/* Partial render result will always update display buffer
* for first render layer only. This is nice because you'll
* see render progress during rendering, but it ends up in
* wrong display buffer shown after rendering.
*
* The code below will mark display buffer as invalid after
* rendering in case multiple layers were rendered, which
* ensures display buffer matches render layer after
* rendering.
*
* Perhaps proper way would be to toggle active render
* layer in image editor and job, so we always display
* layer being currently rendered. But this is not so much
* trivial at this moment, especially because of external
* engine API, so lets use simple and robust way for now
* - sergey -
*/
if (rj->scene->r.layers.first != rj->scene->r.layers.last ||
rj->image_outdated)
{
void *lock;
Image *ima = rj->image;
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
if (ibuf)
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
BKE_image_release_ibuf(ima, ibuf, lock);
}
/* Finally unlock the user interface (if it was locked). */
if (rj->interface_locked) {
Scene *scene;
/* Interface was locked, so window manager couldn't have been changed
* and using one from Global will unlock exactly the same manager as
* was locked before running the job.
*/
WM_set_locked_interface(G.main->wm.first, false);
/* We've freed all the derived caches before rendering, which is
* effectively the same as if we re-loaded the file.
*
* So let's not try being smart here and just reset all updated
* scene layers and use generic DAG_on_visible_update.
*/
for (scene = G.main->scene.first; scene; scene = scene->id.next) {
scene->lay_updated = 0;
}
DAG_on_visible_update(G.main, false);
}
}
/* called by render, check job 'stop' value or the global */
static int render_breakjob(void *rjv)
{
RenderJob *rj = rjv;
if (G.is_break)
return 1;
if (rj->stop && *(rj->stop))
return 1;
return 0;
}
/* for exec() when there is no render job
* note: this wont check for the escape key being pressed, but doing so isnt threadsafe */
static int render_break(void *UNUSED(rjv))
{
if (G.is_break)
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 *rjv, int lock)
{
RenderJob *rj = rjv;
/* If interface is locked, renderer callback shall do nothing. */
if (!rj->interface_locked) {
BKE_spacedata_draw_locks(lock);
}
}
/* catch esc */
static int screen_render_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
Scene *scene = (Scene *) op->customdata;
/* no running blender, remove handler and pass through */
if (0 == WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER)) {
return OPERATOR_FINISHED | OPERATOR_PASS_THROUGH;
}
/* running render */
switch (event->type) {
case ESCKEY:
return OPERATOR_RUNNING_MODAL;
}
return OPERATOR_PASS_THROUGH;
}
static void screen_render_cancel(bContext *C, wmOperator *op)
{
wmWindowManager *wm = CTX_wm_manager(C);
Scene *scene = (Scene *) op->customdata;
/* kill on cancel, because job is using op->reports */
WM_jobs_kill_type(wm, scene, WM_JOB_TYPE_RENDER);
}
static void clean_viewport_memory(Main *bmain, Scene *scene, int renderlay)
{
Object *object;
Scene *sce_iter;
Base *base;
for (object = bmain->object.first; object; object = object->id.next) {
object->id.flag |= LIB_DOIT;
}
for (SETLOOPER(scene, sce_iter, base)) {
if ((base->lay & renderlay) == 0) {
continue;
}
if (RE_allow_render_generic_object(base->object)) {
base->object->id.flag &= ~LIB_DOIT;
}
}
for (object = bmain->object.first; object; object = object->id.next) {
if ((object->id.flag & LIB_DOIT) == 0) {
continue;
}
object->id.flag &= ~LIB_DOIT;
BKE_object_free_derived_caches(object);
}
}
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
/* new render clears all callbacks */
Main *mainp;
Scene *scene = CTX_data_scene(C);
SceneRenderLayer *srl = NULL;
Render *re;
wmJob *wm_job;
RenderJob *rj;
Image *ima;
int jobflag;
const bool is_animation = RNA_boolean_get(op->ptr, "animation");
const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
const bool use_viewport = RNA_boolean_get(op->ptr, "use_viewport");
View3D *v3d = use_viewport ? CTX_wm_view3d(C) : NULL;
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
const char *name;
ScrArea *sa;
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
return OPERATOR_CANCELLED;
if (RE_force_single_renderlayer(scene))
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS, NULL);
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, "Cannot write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
/* stop all running jobs, except screen one. currently previews frustrate Render */
WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
/* get main */
if (G.debug_value == 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 (ED_screen_animation_playing(CTX_wm_manager(C)))
ED_screen_animation_play(C, 0, 0);
/* handle UI stuff */
WM_cursor_wait(1);
/* flush sculpt and editmode changes */
ED_editors_flush_edits(C, true);
/* 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) */
BKE_sequencer_cache_cleanup();
// store spare
// get view3d layer, local layer, make this nice api call to render
// store spare
/* ensure at least 1 area shows result */
sa = 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->current_scene = rj->scene;
rj->srl = srl;
rj->camera_override = camera_override;
rj->lay_override = 0;
rj->anim = is_animation;
rj->write_still = is_write_still && !is_animation;
rj->iuser.scene = scene;
rj->iuser.ok = 1;
rj->reports = op->reports;
rj->orig_layer = 0;
rj->last_layer = 0;
rj->sa = sa;
BKE_color_managed_display_settings_copy(&rj->display_settings, &scene->display_settings);
BKE_color_managed_view_settings_copy(&rj->view_settings, &scene->view_settings);
if (sa) {
SpaceImage *sima = sa->spacedata.first;
rj->orig_layer = sima->iuser.layer;
}
if (v3d) {
if (scene->lay != v3d->lay) {
rj->lay_override = v3d->lay;
rj->v3d_override = true;
}
else if (camera_override && camera_override != scene->camera)
rj->v3d_override = true;
if (v3d->localvd)
rj->lay_override |= v3d->localvd->lay;
}
/* Lock the user interface depending on render settings. */
if (scene->r.use_lock_interface) {
int renderlay = rj->lay_override ? rj->lay_override : scene->lay;
WM_set_locked_interface(CTX_wm_manager(C), true);
/* Set flag interface need to be unlocked.
*
* This is so because we don't have copy of render settings
* accessible from render job and copy is needed in case
* of non-locked rendering, so we wouldn't try to unlock
* anything if option was initially unset but then was
* enabled during rendering.
*/
rj->interface_locked = true;
/* Clean memory used by viewport? */
clean_viewport_memory(rj->main, scene, renderlay);
}
/* setup job */
if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render";
else name = "Render";
wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag, WM_JOB_TYPE_RENDER);
WM_jobs_customdata_set(wm_job, rj, render_freejob);
WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
WM_jobs_callbacks(wm_job, 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_update_cb(re, rj, image_rect_update);
RE_current_scene_update_cb(re, rj, current_scene_update);
RE_stats_draw_cb(re, rj, image_renderinfo_cb);
RE_progress_cb(re, rj, render_progress_update);
rj->re = re;
G.is_break = false;
/* store actual owner of job, so modal operator could check for it,
* the reason of this is that active scene could change when rendering
* several layers from compositor [#31800]
*/
op->customdata = scene;
WM_jobs_start(CTX_wm_manager(C), wm_job);
WM_cursor_wait(0);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
/* we set G.is_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.is_rendering = true;
/* 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)
{
PropertyRNA *prop;
/* 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->cancel = screen_render_cancel;
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_boolean(ot->srna, "use_viewport", 0, "Use 3D Viewport", "When inside a 3D viewport, use layers and camera of the viewport");
prop = RNA_def_string(ot->srna, "layer", NULL, RE_MAXNAME, "Render Layer", "Single render layer to re-render (used only when animation is disabled)");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
prop = RNA_def_string(ot->srna, "scene", NULL, MAX_ID_NAME - 2, "Scene", "Scene to render, current scene if not specified");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
/* ************** preview for 3d viewport ***************** */
#define PR_UPDATE_VIEW 1
#define PR_UPDATE_RENDERSIZE 2
#define PR_UPDATE_MATERIAL 4
#define PR_UPDATE_DATABASE 8
typedef struct RenderPreview {
/* from wmJob */
void *owner;
short *stop, *do_update;
wmJob *job;
Scene *scene;
ScrArea *sa;
ARegion *ar;
View3D *v3d;
RegionView3D *rv3d;
Main *bmain;
RenderEngine *engine;
float viewmat[4][4];
int start_resolution_divider;
int resolution_divider;
bool has_freestyle;
} RenderPreview;
static int render_view3d_disprect(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, rcti *disprect)
{
/* copied code from view3d_draw.c */
rctf viewborder;
int draw_border;
if (rv3d->persp == RV3D_CAMOB)
draw_border = (scene->r.mode & R_BORDER) != 0;
else
draw_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
if (draw_border) {
if (rv3d->persp == RV3D_CAMOB) {
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
disprect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
disprect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
disprect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
disprect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
}
else {
disprect->xmin = v3d->render_border.xmin * ar->winx;
disprect->xmax = v3d->render_border.xmax * ar->winx;
disprect->ymin = v3d->render_border.ymin * ar->winy;
disprect->ymax = v3d->render_border.ymax * ar->winy;
}
return 1;
}
BLI_rcti_init(disprect, 0, 0, 0, 0);
return 0;
}
/* returns true if OK */
static bool render_view3d_get_rects(ARegion *ar, View3D *v3d, RegionView3D *rv3d, rctf *viewplane, RenderEngine *engine,
float *r_clipsta, float *r_clipend, float *r_pixsize, bool *r_ortho)
{
if (ar->winx < 4 || ar->winy < 4) return false;
*r_ortho = ED_view3d_viewplane_get(v3d, rv3d, ar->winx, ar->winy, viewplane, r_clipsta, r_clipend, r_pixsize);
engine->resolution_x = ar->winx;
engine->resolution_y = ar->winy;
return true;
}
static bool render_view3d_is_valid(RenderPreview *rp)
{
return (rp->rv3d->render_engine != NULL);
}
/* called by renderer, checks job value */
static int render_view3d_break(void *rpv)
{
RenderPreview *rp = rpv;
if (G.is_break)
return 1;
/* during render, rv3d->engine can get freed */
if (render_view3d_is_valid(rp) == false) {
*rp->stop = 1;
}
return *(rp->stop);
}
static void render_view3d_display_update(void *rpv, RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect))
{
RenderPreview *rp = rpv;
*(rp->do_update) = true;
}
static void render_view3d_renderinfo_cb(void *rjp, RenderStats *rs)
{
RenderPreview *rp = rjp;
/* during render, rv3d->engine can get freed */
if (rp->rv3d->render_engine == NULL) {
*rp->stop = 1;
}
else {
make_renderinfo_string(rs, rp->scene, false, NULL, rp->engine->text);
/* make jobs timer to send notifier */
*(rp->do_update) = true;
}
}
BLI_INLINE void rcti_scale_coords(rcti *scaled_rect, const rcti *rect,
const float scale)
{
scaled_rect->xmin = rect->xmin * scale;
scaled_rect->ymin = rect->ymin * scale;
scaled_rect->xmax = rect->xmax * scale;
scaled_rect->ymax = rect->ymax * scale;
}
static void render_update_resolution(Render *re, const RenderPreview *rp,
bool use_border, const rcti *clip_rect)
{
int winx = rp->ar->winx / rp->resolution_divider;
int winy = rp->ar->winy / rp->resolution_divider;
if (use_border) {
rcti scaled_cliprct;
rcti_scale_coords(&scaled_cliprct, clip_rect,
1.0f / rp->resolution_divider);
RE_ChangeResolution(re, winx, winy, &scaled_cliprct);
}
else {
RE_ChangeResolution(re, winx, winy, NULL);
}
if (rp->has_freestyle) {
if (rp->resolution_divider == 1) {
RE_ChangeModeFlag(re, R_EDGE_FRS, false);
}
else {
RE_ChangeModeFlag(re, R_EDGE_FRS, true);
}
}
}
static void render_view3d_startjob(void *customdata, short *stop, short *do_update, float *UNUSED(progress))
{
RenderPreview *rp = customdata;
Render *re;
RenderStats *rstats;
rctf viewplane;
rcti cliprct;
float clipsta, clipend, pixsize;
bool orth, restore = 0;
char name[32];
int update_flag;
bool use_border;
update_flag = rp->engine->job_update_flag;
rp->engine->job_update_flag = 0;
//printf("ma %d res %d view %d db %d\n", update_flag & PR_UPDATE_MATERIAL, update_flag & PR_UPDATE_RENDERSIZE, update_flag & PR_UPDATE_VIEW, update_flag & PR_UPDATE_DATABASE);
G.is_break = false;
if (false == render_view3d_get_rects(rp->ar, rp->v3d, rp->rv3d, &viewplane, rp->engine, &clipsta, &clipend, &pixsize, &orth))
return;
rp->stop = stop;
rp->do_update = do_update;
// printf("Enter previewrender\n");
/* ok, are we rendering all over? */
sprintf(name, "View3dPreview %p", (void *)rp->ar);
re = rp->engine->re = RE_GetRender(name);
/* set this always, rp is different for each job */
RE_test_break_cb(re, rp, render_view3d_break);
RE_display_update_cb(re, rp, render_view3d_display_update);
RE_stats_draw_cb(re, rp, render_view3d_renderinfo_cb);
rstats = RE_GetStats(re);
if (update_flag & PR_UPDATE_VIEW) {
Object *object;
rp->resolution_divider = rp->start_resolution_divider;
/* Same as database_init_objects(), loop over all objects.
* We might consider de-duplicating the code between this two cases.
*/
for (object = rp->bmain->object.first; object; object = object->id.next) {
float mat[4][4];
mul_m4_m4m4(mat, rp->viewmat, object->obmat);
invert_m4_m4(object->imat_ren, mat);
}
}
use_border = render_view3d_disprect(rp->scene, rp->ar, rp->v3d,
rp->rv3d, &cliprct);
if ((update_flag & (PR_UPDATE_RENDERSIZE | PR_UPDATE_DATABASE)) || rstats->convertdone == 0) {
RenderData rdata;
/* no osa, blur, seq, layers, etc for preview render */
rdata = rp->scene->r;
rdata.mode &= ~(R_OSA | R_MBLUR | R_BORDER | R_PANORAMA);
rdata.scemode &= ~(R_DOSEQ | R_DOCOMP | R_FREE_IMAGE);
rdata.scemode |= R_VIEWPORT_PREVIEW;
/* we do use layers, but only active */
rdata.scemode |= R_SINGLE_LAYER;
/* initalize always */
if (use_border) {
rdata.mode |= R_BORDER;
RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, &cliprct);
}
else
RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, NULL);
}
if (orth)
RE_SetOrtho(re, &viewplane, clipsta, clipend);
else
RE_SetWindow(re, &viewplane, clipsta, clipend);
RE_SetPixelSize(re, pixsize);
if ((update_flag & PR_UPDATE_DATABASE) || rstats->convertdone == 0) {
unsigned int lay = rp->scene->lay;
/* allow localview render for objects with lights in normal layers */
if (rp->v3d->lay & 0xFF000000)
lay |= rp->v3d->lay;
else lay = rp->v3d->lay;
RE_SetView(re, rp->viewmat);
/* copying blender data while main thread is locked, to avoid crashes */
WM_job_main_thread_lock_acquire(rp->job);
RE_Database_Free(re);
RE_Database_FromScene(re, rp->bmain, rp->scene, lay, 0); // 0= dont use camera view
WM_job_main_thread_lock_release(rp->job);
/* do preprocessing like building raytree, shadows, volumes, SSS */
RE_Database_Preprocess(re);
/* conversion not completed, need to do it again */
if (!rstats->convertdone) {
if (render_view3d_is_valid(rp)) {
rp->engine->job_update_flag |= PR_UPDATE_DATABASE;
}
}
// printf("dbase update\n");
}
else {
// printf("dbase rotate\n");
RE_DataBase_IncrementalView(re, rp->viewmat, 0);
restore = 1;
}
RE_DataBase_ApplyWindow(re);
/* OK, can we enter render code? */
if (rstats->convertdone) {
bool first_time = true;
for (;;) {
if (first_time == false) {
if (restore)
RE_DataBase_IncrementalView(re, rp->viewmat, 1);
rp->resolution_divider /= 2;
*do_update = 1;
render_update_resolution(re, rp, use_border, &cliprct);
RE_DataBase_IncrementalView(re, rp->viewmat, 0);
RE_DataBase_ApplyWindow(re);
restore = 1;
}
else {
render_update_resolution(re, rp, use_border, &cliprct);
}
RE_TileProcessor(re);
first_time = false;
if (*stop || rp->resolution_divider == 1) {
break;
}
}
/* always rotate back */
if (restore)
RE_DataBase_IncrementalView(re, rp->viewmat, 1);
}
}
static void render_view3d_free(void *customdata)
{
RenderPreview *rp = customdata;
MEM_freeN(rp);
}
static bool render_view3d_flag_changed(RenderEngine *engine, const bContext *C)
{
RegionView3D *rv3d = CTX_wm_region_view3d(C);
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
Render *re;
rctf viewplane;
rcti disprect;
float clipsta, clipend;
bool orth;
int job_update_flag = 0;
char name[32];
/* ensure render engine exists */
re = engine->re;
if (!re) {
sprintf(name, "View3dPreview %p", (void *)ar);
re = engine->re = RE_GetRender(name);
if (!re)
re = engine->re = RE_NewRender(name);
engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;
}
/* check update_flag */
if (engine->update_flag & RE_ENGINE_UPDATE_MA)
job_update_flag |= PR_UPDATE_MATERIAL;
if (engine->update_flag & RE_ENGINE_UPDATE_OTHER)
job_update_flag |= PR_UPDATE_MATERIAL;
if (engine->update_flag & RE_ENGINE_UPDATE_DATABASE) {
job_update_flag |= PR_UPDATE_DATABASE;
/* load editmesh */
if (scene->obedit)
ED_object_editmode_load(scene->obedit);
}
engine->update_flag = 0;
/* check if viewport changed */
if (engine->last_winx != ar->winx || engine->last_winy != ar->winy) {
engine->last_winx = ar->winx;
engine->last_winy = ar->winy;
job_update_flag |= PR_UPDATE_RENDERSIZE;
}
if (compare_m4m4(engine->last_viewmat, rv3d->viewmat, 0.00001f) == 0) {
copy_m4_m4(engine->last_viewmat, rv3d->viewmat);
job_update_flag |= PR_UPDATE_VIEW;
}
render_view3d_get_rects(ar, v3d, rv3d, &viewplane, engine, &clipsta, &clipend, NULL, &orth);
if (BLI_rctf_compare(&viewplane, &engine->last_viewplane, 0.00001f) == 0) {
engine->last_viewplane = viewplane;
job_update_flag |= PR_UPDATE_VIEW;
}
render_view3d_disprect(scene, ar, v3d, rv3d, &disprect);
if (BLI_rcti_compare(&disprect, &engine->last_disprect) == 0) {
engine->last_disprect = disprect;
job_update_flag |= PR_UPDATE_RENDERSIZE;
}
/* any changes? go ahead and rerender */
if (job_update_flag) {
engine->job_update_flag |= job_update_flag;
return true;
}
return false;
}
static void render_view3d_do(RenderEngine *engine, const bContext *C)
{
wmJob *wm_job;
RenderPreview *rp;
Scene *scene = CTX_data_scene(C);
ARegion *ar = CTX_wm_region(C);
int width = ar->winx, height = ar->winy;
int divider = 1;
int resolution_threshold = scene->r.preview_start_resolution *
scene->r.preview_start_resolution;
if (CTX_wm_window(C) == NULL)
return;
if (!render_view3d_flag_changed(engine, C))
return;
wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), CTX_wm_region(C), "Render Preview",
WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW);
rp = MEM_callocN(sizeof(RenderPreview), "render preview");
rp->job = wm_job;
while (width * height > resolution_threshold) {
width = max_ii(1, width / 2);
height = max_ii(1, height / 2);
divider *= 2;
}
/* customdata for preview thread */
rp->scene = scene;
rp->engine = engine;
rp->sa = CTX_wm_area(C);
rp->ar = CTX_wm_region(C);
rp->v3d = rp->sa->spacedata.first;
rp->rv3d = CTX_wm_region_view3d(C);
rp->bmain = CTX_data_main(C);
rp->resolution_divider = divider;
rp->start_resolution_divider = divider;
rp->has_freestyle = (scene->r.mode & R_EDGE_FRS) != 0;
copy_m4_m4(rp->viewmat, rp->rv3d->viewmat);
/* clear info text */
engine->text[0] = '\0';
/* setup job */
WM_jobs_customdata_set(wm_job, rp, render_view3d_free);
WM_jobs_timer(wm_job, 0.1, NC_SPACE | ND_SPACE_VIEW3D, NC_SPACE | ND_SPACE_VIEW3D);
WM_jobs_callbacks(wm_job, render_view3d_startjob, NULL, NULL, NULL);
WM_jobs_start(CTX_wm_manager(C), wm_job);
engine->flag &= ~RE_ENGINE_DO_UPDATE;
}
/* callback for render engine, on changes */
void render_view3d_update(RenderEngine *engine, const bContext *C)
{
/* this shouldn't be needed and causes too many database rebuilds, but we
* aren't actually tracking updates for all relevent datablocks so this is
* a catch-all for updates */
engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;
render_view3d_do(engine, C);
}
void render_view3d_draw(RenderEngine *engine, const bContext *C)
{
Render *re = engine->re;
RenderResult rres;
char name[32];
render_view3d_do(engine, C);
if (re == NULL) {
sprintf(name, "View3dPreview %p", (void *)CTX_wm_region(C));
re = RE_GetRender(name);
if (re == NULL) return;
}
RE_AcquireResultImage(re, &rres);
if (rres.rectf) {
RegionView3D *rv3d = CTX_wm_region_view3d(C);
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
ARegion *ar = CTX_wm_region(C);
bool force_fallback = false;
bool need_fallback = true;
float dither = scene->r.dither_intensity;
float scale_x, scale_y;
rcti clip_rect;
int xof, yof;
if (render_view3d_disprect(scene, ar, v3d, rv3d, &clip_rect)) {
scale_x = (float) BLI_rcti_size_x(&clip_rect) / rres.rectx;
scale_y = (float) BLI_rcti_size_y(&clip_rect) / rres.recty;
xof = clip_rect.xmin;
yof = clip_rect.ymin;
}
else {
scale_x = (float) ar->winx / rres.rectx;
scale_y = (float) ar->winy / rres.recty;
xof = rres.xof;
yof = rres.yof;
}
/* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */
force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
/* Try using GLSL display transform. */
if (force_fallback == false) {
if (IMB_colormanagement_setup_glsl_draw(&scene->view_settings, &scene->display_settings, dither, true)) {
glEnable(GL_BLEND);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glPixelZoom(scale_x, scale_y);
glaDrawPixelsTex(xof, yof, rres.rectx, rres.recty,
GL_RGBA, GL_FLOAT, GL_NEAREST, rres.rectf);
glPixelZoom(1.0f, 1.0f);
glDisable(GL_BLEND);
IMB_colormanagement_finish_glsl_draw();
need_fallback = false;
}
}
/* If GLSL failed, use old-school CPU-based transform. */
if (need_fallback) {
unsigned char *display_buffer = MEM_mallocN(4 * rres.rectx * rres.recty * sizeof(char),
"render_view3d_draw");
IMB_colormanagement_buffer_make_display_space(rres.rectf, display_buffer, rres.rectx, rres.recty,
4, dither, &scene->view_settings, &scene->display_settings);
glEnable(GL_BLEND);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glPixelZoom(scale_x, scale_y);
glaDrawPixelsAuto(xof, yof, rres.rectx, rres.recty,
GL_RGBA, GL_UNSIGNED_BYTE,
GL_NEAREST, display_buffer);
glPixelZoom(1.0f, 1.0f);
glDisable(GL_BLEND);
MEM_freeN(display_buffer);
}
}
RE_ReleaseResultImage(re);
}
void ED_viewport_render_kill_jobs(wmWindowManager *wm,
Main *bmain,
bool free_database)
{
bScreen *sc;
ScrArea *sa;
ARegion *ar;
if (!wm)
return;
/* kill all actively running jobs */
WM_jobs_kill(wm, NULL, render_view3d_startjob);
/* loop over 3D view render engines */
for (sc = bmain->screen.first; sc; sc = sc->id.next) {
for (sa = sc->areabase.first; sa; sa = sa->next) {
if (sa->spacetype != SPACE_VIEW3D)
continue;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
RegionView3D *rv3d;
if (ar->regiontype != RGN_TYPE_WINDOW)
continue;
rv3d = ar->regiondata;
if (rv3d->render_engine) {
/* free render database now before we change data, because
* RE_Database_Free will also loop over blender data */
if (free_database) {
char name[32];
Render *re;
sprintf(name, "View3dPreview %p", (void *)ar);
re = RE_GetRender(name);
if (re)
RE_Database_Free(re);
/* tag render engine to update entire database */
rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;
}
else {
/* quick shader update */
rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_MA;
}
}
}
}
}
}
Scene *ED_render_job_get_scene(const bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
RenderJob *rj = (RenderJob *)WM_jobs_customdata_from_type(wm, WM_JOB_TYPE_RENDER);
if (rj)
return rj->scene;
return NULL;
}
Scene *ED_render_job_get_current_scene(const bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
RenderJob *rj = (RenderJob *)WM_jobs_customdata_from_type(wm, WM_JOB_TYPE_RENDER);
if (rj) {
return rj->current_scene;
}
return NULL;
}