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blender-archive/source/blender/editors/render/render_opengl.c
Campbell Barton 77b7ba0bfb fix for dark images from the sequencer when color management is disabled.
the render engine assumes the RenderResult's rectf is not in linear color space when color management is disabled so the sequencer and opengl render need to follow this else it results in dark images.
2010-08-26 09:12:10 +00:00

508 lines
13 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 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 *****
*/
#include <math.h>
#include <string.h>
#include <stddef.h>
#include <GL/glew.h>
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_dlrbTree.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_writeavi.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "ED_image.h"
#include "RE_pipeline.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "GPU_extensions.h"
#include "wm_window.h"
#include "render_intern.h"
typedef struct OGLRender {
Render *re;
Scene *scene;
View3D *v3d;
RegionView3D *rv3d;
ARegion *ar;
Image *ima;
ImageUser iuser;
GPUOffScreen *ofs;
int sizex, sizey;
ReportList *reports;
bMovieHandle *mh;
int cfrao, nfra;
wmTimer *timer; /* use to check if running modal or not (invoke'd or exec'd)*/
} OGLRender;
/* added because v3d is not always valid */
static unsigned int screen_opengl_layers(OGLRender *oglrender)
{
if(oglrender->v3d) {
return oglrender->scene->lay | oglrender->v3d->lay;
}
else {
return oglrender->scene->lay;
}
}
static void screen_opengl_render_apply(OGLRender *oglrender)
{
Scene *scene= oglrender->scene;
ARegion *ar= oglrender->ar;
View3D *v3d= oglrender->v3d;
RegionView3D *rv3d= oglrender->rv3d;
RenderResult *rr;
ImBuf *ibuf;
void *lock;
float winmat[4][4];
int sizex= oglrender->sizex;
int sizey= oglrender->sizey;
int view_context = (v3d != NULL);
rr= RE_AcquireResultRead(oglrender->re);
/* note on color management:
* looked into how best to deal with color management here and found heres how it should work.
*
* OpenGL materials etc are color corrected, so a float buffer from the graphics card is
* color corrected, without running any conversion functions.
*
* With color correction disabled blender expects the rr->rectf to be non-color managed so
* just do a direct copy from the byte array to the rectf with no conversion too.
* notice IMB_float_from_rect has the profile set so no conversion is done.
*/
if(view_context) {
GPU_offscreen_bind(oglrender->ofs); /* bind */
/* render 3d view */
if(rv3d->persp==RV3D_CAMOB && v3d->camera) {
RE_GetCameraWindow(oglrender->re, v3d->camera, scene->r.cfra, winmat);
ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat);
}
else {
ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL);
}
glReadPixels(0, 0, sizex, sizey, GL_RGBA, GL_FLOAT, rr->rectf);
GPU_offscreen_unbind(oglrender->ofs); /* unbind */
}
else {
ImBuf *ibuf_view= ED_view3d_draw_offscreen_imbuf_simple(scene, oglrender->sizex, oglrender->sizey, OB_SOLID);
ibuf_view->profile = IB_PROFILE_NONE; /* ensures no conversion!, see note above */
IMB_float_from_rect(ibuf_view);
memcpy(rr->rectf, ibuf_view->rect_float, sizeof(float) * 4 * oglrender->sizex * oglrender->sizey);
IMB_freeImBuf(ibuf_view);
}
/* rr->rectf is now filled with image data */
if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4);
RE_ReleaseResult(oglrender->re);
/* update byte from float buffer */
ibuf= BKE_image_acquire_ibuf(oglrender->ima, &oglrender->iuser, &lock);
if(ibuf) image_buffer_rect_update(NULL, rr, ibuf, NULL);
BKE_image_release_ibuf(oglrender->ima, lock);
}
static int screen_opengl_render_init(bContext *C, wmOperator *op)
{
/* new render clears all callbacks */
Scene *scene= CTX_data_scene(C);
RenderResult *rr;
GPUOffScreen *ofs;
OGLRender *oglrender;
int sizex, sizey;
int view_context= RNA_boolean_get(op->ptr, "view_context");
/* ensure we have a 3d view */
if(!ED_view3d_context_activate(C)) {
RNA_boolean_set(op->ptr, "view_context", 0);
view_context = 0;
}
/* only one render job at a time */
if(WM_jobs_test(CTX_wm_manager(C), scene))
return 0;
if(!view_context && scene->camera==NULL) {
BKE_report(op->reports, RPT_ERROR, "Scene has no camera.");
return 0;
}
/* stop all running jobs, currently previews frustrate Render */
WM_jobs_stop_all(CTX_wm_manager(C));
/* handle UI stuff */
WM_cursor_wait(1);
/* create offscreen buffer */
sizex= (scene->r.size*scene->r.xsch)/100;
sizey= (scene->r.size*scene->r.ysch)/100;
ofs= GPU_offscreen_create(sizex, sizey);
if(!ofs) {
BKE_report(op->reports, RPT_ERROR, "Failed to create OpenGL offscreen buffer.");
return 0;
}
/* allocate opengl render */
oglrender= MEM_callocN(sizeof(OGLRender), "OGLRender");
op->customdata= oglrender;
oglrender->ofs= ofs;
oglrender->sizex= sizex;
oglrender->sizey= sizey;
oglrender->scene= scene;
if(view_context) {
oglrender->v3d= CTX_wm_view3d(C);
oglrender->ar= CTX_wm_region(C);
oglrender->rv3d= CTX_wm_region_view3d(C);
}
/* create image and image user */
oglrender->ima= BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
BKE_image_signal(oglrender->ima, NULL, IMA_SIGNAL_FREE);
oglrender->iuser.scene= scene;
oglrender->iuser.ok= 1;
/* create render and render result */
oglrender->re= RE_NewRender(scene->id.name);
RE_InitState(oglrender->re, NULL, &scene->r, NULL, sizex, sizey, NULL);
rr= RE_AcquireResultWrite(oglrender->re);
if(rr->rectf==NULL)
rr->rectf= MEM_callocN(sizeof(float)*4*sizex*sizey, "screen_opengl_render_init rect");
RE_ReleaseResult(oglrender->re);
return 1;
}
static void screen_opengl_render_end(bContext *C, OGLRender *oglrender)
{
Main *bmain= CTX_data_main(C);
Scene *scene= oglrender->scene;
if(oglrender->mh) {
if(BKE_imtype_is_movie(scene->r.imtype))
oglrender->mh->end_movie();
}
if(oglrender->timer) { /* exec will not have a timer */
scene->r.cfra= oglrender->cfrao;
scene_update_for_newframe(bmain, scene, screen_opengl_layers(oglrender));
WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), oglrender->timer);
}
WM_cursor_wait(0);
WM_event_add_notifier(C, NC_SCENE|ND_RENDER_RESULT, oglrender->scene);
GPU_offscreen_free(oglrender->ofs);
MEM_freeN(oglrender);
}
static int screen_opengl_render_cancel(bContext *C, wmOperator *op)
{
screen_opengl_render_end(C, op->customdata);
return OPERATOR_CANCELLED;
}
/* share between invoke and exec */
static int screen_opengl_render_anim_initialize(bContext *C, wmOperator *op)
{
/* initialize animation */
OGLRender *oglrender;
Scene *scene;
oglrender= op->customdata;
scene= oglrender->scene;
oglrender->reports= op->reports;
oglrender->mh= BKE_get_movie_handle(scene->r.imtype);
if(BKE_imtype_is_movie(scene->r.imtype)) {
if(!oglrender->mh->start_movie(scene, &scene->r, oglrender->sizex, oglrender->sizey, oglrender->reports)) {
screen_opengl_render_end(C, oglrender);
return 0;
}
}
oglrender->cfrao= scene->r.cfra;
oglrender->nfra= SFRA;
scene->r.cfra= SFRA;
return 1;
}
static int screen_opengl_render_anim_step(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
OGLRender *oglrender= op->customdata;
Scene *scene= oglrender->scene;
ImBuf *ibuf;
void *lock;
char name[FILE_MAXDIR+FILE_MAXFILE];
int ok= 0;
int view_context = (oglrender->v3d != NULL);
/* update animated image textures for gpu, etc,
* call before scene_update_for_newframe so modifiers with textuers dont lag 1 frame */
ED_image_update_frame(C);
/* go to next frame */
while(CFRA<oglrender->nfra) {
unsigned int lay= screen_opengl_layers(oglrender);
if(lay & 0xFF000000)
lay &= 0xFF000000;
scene_update_for_newframe(bmain, scene, lay);
CFRA++;
}
scene_update_for_newframe(bmain, scene, screen_opengl_layers(oglrender));
if(view_context) {
if(oglrender->rv3d->persp==RV3D_CAMOB && oglrender->v3d->camera && oglrender->v3d->scenelock) {
/* since scene_update_for_newframe() is used rather
* then ED_update_for_newframe() the camera needs to be set */
if(scene_camera_switch_update(scene))
oglrender->v3d->camera= scene->camera;
}
}
else {
scene_camera_switch_update(scene);
}
/* render into offscreen buffer */
screen_opengl_render_apply(oglrender);
/* save to disk */
ibuf= BKE_image_acquire_ibuf(oglrender->ima, &oglrender->iuser, &lock);
if(ibuf) {
if(BKE_imtype_is_movie(scene->r.imtype)) {
ok= oglrender->mh->append_movie(&scene->r, CFRA, (int*)ibuf->rect, oglrender->sizex, oglrender->sizey, oglrender->reports);
if(ok) {
printf("Append frame %d", scene->r.cfra);
BKE_reportf(op->reports, RPT_INFO, "Appended frame: %d", scene->r.cfra);
}
}
else {
BKE_makepicstring(name, scene->r.pic, scene->r.cfra, scene->r.imtype, scene->r.scemode & R_EXTENSION);
ok= BKE_write_ibuf(scene, ibuf, name, scene->r.imtype, scene->r.subimtype, scene->r.quality);
if(ok==0) {
printf("Write error: cannot save %s\n", name);
BKE_reportf(op->reports, RPT_ERROR, "Write error: cannot save %s", name);
}
else {
printf("Saved: %s", name);
BKE_reportf(op->reports, RPT_INFO, "Saved file: %s", name);
}
}
}
BKE_image_release_ibuf(oglrender->ima, lock);
/* movie stats prints have no line break */
printf("\n");
/* go to next frame */
oglrender->nfra += scene->r.frame_step;
scene->r.cfra++;
/* stop at the end or on error */
if(scene->r.cfra > EFRA || !ok) {
screen_opengl_render_end(C, op->customdata);
return 0;
}
return 1;
}
static int screen_opengl_render_modal(bContext *C, wmOperator *op, wmEvent *event)
{
OGLRender *oglrender= op->customdata;
int ret;
switch(event->type) {
case ESCKEY:
/* cancel */
screen_opengl_render_end(C, op->customdata);
return OPERATOR_FINISHED;
case TIMER:
/* render frame? */
if(oglrender->timer == event->customdata)
break;
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);
ret= screen_opengl_render_anim_step(C, op);
/* stop at the end or on error */
if(ret == 0) {
return OPERATOR_FINISHED;
}
return OPERATOR_RUNNING_MODAL;
}
static int screen_opengl_render_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
int anim= RNA_boolean_get(op->ptr, "animation");
if(!screen_opengl_render_init(C, op))
return OPERATOR_CANCELLED;
if(!anim) {
/* render image */
screen_opengl_render_apply(op->customdata);
screen_opengl_render_end(C, op->customdata);
screen_set_image_output(C, event->x, event->y);
return OPERATOR_FINISHED;
}
else {
OGLRender *oglrender= op->customdata;
if(!screen_opengl_render_anim_initialize(C, op))
return OPERATOR_CANCELLED;
screen_set_image_output(C, event->x, event->y);
WM_event_add_modal_handler(C, op);
oglrender->timer= WM_event_add_timer(CTX_wm_manager(C), CTX_wm_window(C), TIMER, 0.01f);
return OPERATOR_RUNNING_MODAL;
}
}
/* executes blocking render */
static int screen_opengl_render_exec(bContext *C, wmOperator *op)
{
int anim= RNA_boolean_get(op->ptr, "animation");
if(!screen_opengl_render_init(C, op))
return OPERATOR_CANCELLED;
if(!anim) { /* same as invoke */
/* render image */
screen_opengl_render_apply(op->customdata);
screen_opengl_render_end(C, op->customdata);
return OPERATOR_FINISHED;
}
else {
int ret= 1;
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, 1);
WM_event_add_notifier(C, NC_SCENE|ND_RENDER_RESULT, CTX_data_scene(C));
return OPERATOR_FINISHED;
}
void RENDER_OT_opengl(wmOperatorType *ot)
{
/* identifiers */
ot->name= "OpenGL Render";
ot->description= "OpenGL render 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;
RNA_def_boolean(ot->srna, "animation", 0, "Animation", "");
RNA_def_boolean(ot->srna, "view_context", 1, "View Context", "Use the current 3D view for rendering, else use scene settings.");
}
/* function for getting an opengl buffer from a View3D, used by sequencer */
// extern void *sequencer_view3d_cb;