Convention was not to but after discussion on 918941483f
we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
1106 lines
32 KiB
C
1106 lines
32 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup edrend
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*/
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#include <math.h>
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#include <string.h>
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#include <stddef.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_timecode.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "PIL_time.h"
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#include "BLT_translation.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_blender_undo.h"
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#include "BKE_blender_version.h"
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#include "BKE_camera.h"
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#include "BKE_context.h"
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#include "BKE_colortools.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_layer.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_report.h"
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#include "BKE_sequencer.h"
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#include "BKE_screen.h"
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#include "BKE_scene.h"
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#include "BKE_undo_system.h"
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#include "DEG_depsgraph.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "ED_object.h"
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#include "ED_render.h"
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#include "ED_screen.h"
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#include "ED_util.h"
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#include "ED_undo.h"
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#include "ED_view3d.h"
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#include "RE_pipeline.h"
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#include "RE_engine.h"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf_types.h"
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#include "GPU_shader.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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#include "BLO_undofile.h"
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#include "render_intern.h"
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/* Render Callbacks */
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static int render_break(void *rjv);
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typedef struct RenderJob {
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Main *main;
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Scene *scene;
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ViewLayer *single_layer;
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Scene *current_scene;
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/* TODO(sergey): Should not be needed once engine will have own
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* depsgraph and copy-on-write will be implemented.
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*/
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Depsgraph *depsgraph;
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Render *re;
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struct Object *camera_override;
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bool v3d_override;
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bool anim, write_still;
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Image *image;
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ImageUser iuser;
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bool image_outdated;
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short *stop;
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short *do_update;
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float *progress;
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ReportList *reports;
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int orig_layer;
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int last_layer;
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ScrArea *sa;
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ColorManagedViewSettings view_settings;
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ColorManagedDisplaySettings display_settings;
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bool supports_glsl_draw;
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bool interface_locked;
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} RenderJob;
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/* called inside thread! */
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static void image_buffer_rect_update(RenderJob *rj, RenderResult *rr, ImBuf *ibuf, ImageUser *iuser, volatile rcti *renrect, const char *viewname)
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{
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Scene *scene = rj->scene;
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const float *rectf = NULL;
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int ymin, ymax, xmin, xmax;
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int rymin, rxmin;
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int linear_stride, linear_offset_x, linear_offset_y;
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ColorManagedViewSettings *view_settings;
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ColorManagedDisplaySettings *display_settings;
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/* Exception for exr tiles -- display buffer conversion happens here,
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* NOT in the color management pipeline.
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*/
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if (ibuf->userflags & IB_DISPLAY_BUFFER_INVALID &&
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rr->do_exr_tile == false)
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{
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/* The whole image buffer it so be color managed again anyway. */
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return;
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}
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/* if renrect argument, we only refresh scanlines */
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if (renrect) {
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/* if (ymax == recty), rendering of layer is ready,
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* we should not draw, other things happen... */
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if (rr->renlay == NULL || renrect->ymax >= rr->recty)
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return;
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/* xmin here is first subrect x coord, xmax defines subrect width */
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xmin = renrect->xmin + rr->crop;
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xmax = renrect->xmax - xmin + rr->crop;
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if (xmax < 2)
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return;
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ymin = renrect->ymin + rr->crop;
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ymax = renrect->ymax - ymin + rr->crop;
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if (ymax < 2)
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return;
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renrect->ymin = renrect->ymax;
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}
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else {
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xmin = ymin = rr->crop;
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xmax = rr->rectx - 2 * rr->crop;
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ymax = rr->recty - 2 * rr->crop;
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}
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/* xmin ymin is in tile coords. transform to ibuf */
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rxmin = rr->tilerect.xmin + xmin;
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if (rxmin >= ibuf->x) return;
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rymin = rr->tilerect.ymin + ymin;
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if (rymin >= ibuf->y) return;
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if (rxmin + xmax > ibuf->x)
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xmax = ibuf->x - rxmin;
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if (rymin + ymax > ibuf->y)
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ymax = ibuf->y - rymin;
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if (xmax < 1 || ymax < 1) return;
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/* The thing here is, the logic below (which was default behavior
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* of how rectf is acquiring since forever) gives float buffer for
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* composite output only. This buffer can not be used for other
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* passes obviously.
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*
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* We might try finding corresponding for pass buffer in render result
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* (which is actually missing when rendering with Cycles, who only
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* writes all the passes when the tile is finished) or use float
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* buffer from image buffer as reference, which is easier to use and
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* contains all the data we need anyway.
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* - sergey -
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*/
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/* TODO(sergey): Need to check has_combined here? */
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if (iuser->pass == 0) {
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RenderView *rv;
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const int view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
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rv = RE_RenderViewGetById(rr, view_id);
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/* find current float rect for display, first case is after composite... still weak */
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if (rv->rectf)
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rectf = rv->rectf;
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else {
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if (rv->rect32) {
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/* special case, currently only happens with sequencer rendering,
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* which updates the whole frame, so we can only mark display buffer
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* as invalid here (sergey)
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*/
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ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
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return;
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}
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else {
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if (rr->renlay == NULL) return;
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rectf = RE_RenderLayerGetPass(rr->renlay, RE_PASSNAME_COMBINED, viewname);
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}
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}
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if (rectf == NULL) return;
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rectf += 4 * (rr->rectx * ymin + xmin);
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linear_stride = rr->rectx;
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linear_offset_x = rxmin;
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linear_offset_y = rymin;
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}
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else {
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rectf = ibuf->rect_float;
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linear_stride = ibuf->x;
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linear_offset_x = 0;
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linear_offset_y = 0;
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}
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if (rr->do_exr_tile) {
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/* We don't support changing color management settings during rendering
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* when using Save Buffers option.
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*/
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view_settings = &rj->view_settings;
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display_settings = &rj->display_settings;
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}
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else {
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view_settings = &scene->view_settings;
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display_settings = &scene->display_settings;
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}
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IMB_partial_display_buffer_update(ibuf, rectf, NULL,
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linear_stride, linear_offset_x, linear_offset_y,
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view_settings, display_settings,
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rxmin, rymin, rxmin + xmax, rymin + ymax,
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rr->do_exr_tile);
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}
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/* ****************************** render invoking ***************** */
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/* set callbacks, exported to sequence render too.
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* Only call in foreground (UI) renders. */
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static void screen_render_single_layer_set(wmOperator *op, Main *mainp, ViewLayer *active_layer, Scene **scene, ViewLayer **single_layer)
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{
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/* single layer re-render */
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if (RNA_struct_property_is_set(op->ptr, "scene")) {
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Scene *scn;
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char scene_name[MAX_ID_NAME - 2];
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RNA_string_get(op->ptr, "scene", scene_name);
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scn = (Scene *)BLI_findstring(&mainp->scenes, scene_name, offsetof(ID, name) + 2);
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if (scn) {
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/* camera switch wont have updated */
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scn->r.cfra = (*scene)->r.cfra;
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BKE_scene_camera_switch_update(scn);
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*scene = scn;
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}
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}
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if (RNA_struct_property_is_set(op->ptr, "layer")) {
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ViewLayer *rl;
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char rl_name[RE_MAXNAME];
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RNA_string_get(op->ptr, "layer", rl_name);
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rl = (ViewLayer *)BLI_findstring(&(*scene)->view_layers, rl_name, offsetof(ViewLayer, name));
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if (rl)
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*single_layer = rl;
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}
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else if (((*scene)->r.scemode & R_SINGLE_LAYER) && active_layer) {
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*single_layer = active_layer;
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}
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}
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/* executes blocking render */
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static int screen_render_exec(bContext *C, wmOperator *op)
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{
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Scene *scene = CTX_data_scene(C);
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RenderEngineType *re_type = RE_engines_find(scene->r.engine);
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ViewLayer *active_layer = CTX_data_view_layer(C);
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ViewLayer *single_layer = NULL;
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Render *re;
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Image *ima;
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View3D *v3d = CTX_wm_view3d(C);
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Main *mainp = CTX_data_main(C);
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const bool is_animation = RNA_boolean_get(op->ptr, "animation");
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const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
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struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
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/* Cannot do render if there is not this function. */
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if (re_type->render == NULL) {
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return OPERATOR_CANCELLED;
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}
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/* custom scene and single layer re-render */
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screen_render_single_layer_set(op, mainp, active_layer, &scene, &single_layer);
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if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
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BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
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return OPERATOR_CANCELLED;
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}
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re = RE_NewSceneRender(scene);
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G.is_break = false;
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RE_test_break_cb(re, NULL, render_break);
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ima = BKE_image_verify_viewer(mainp, IMA_TYPE_R_RESULT, "Render Result");
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BKE_image_signal(mainp, ima, NULL, IMA_SIGNAL_FREE);
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BKE_image_backup_render(scene, ima, true);
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/* cleanup sequencer caches before starting user triggered render.
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* otherwise, invalidated cache entries can make their way into
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* the output rendering. We can't put that into RE_BlenderFrame,
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* since sequence rendering can call that recursively... (peter) */
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BKE_sequencer_cache_cleanup();
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RE_SetReports(re, op->reports);
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BLI_threaded_malloc_begin();
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if (is_animation)
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RE_BlenderAnim(re, mainp, scene, single_layer, camera_override, scene->r.sfra, scene->r.efra, scene->r.frame_step);
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else
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RE_BlenderFrame(re, mainp, scene, single_layer, camera_override, scene->r.cfra, is_write_still);
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BLI_threaded_malloc_end();
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RE_SetReports(re, NULL);
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// no redraw needed, we leave state as we entered it
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ED_update_for_newframe(mainp, CTX_data_depsgraph(C));
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WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
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return OPERATOR_FINISHED;
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}
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static void render_freejob(void *rjv)
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{
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RenderJob *rj = rjv;
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BKE_color_managed_view_settings_free(&rj->view_settings);
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MEM_freeN(rj);
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}
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/* str is IMA_MAX_RENDER_TEXT in size */
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static void make_renderinfo_string(const RenderStats *rs,
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const Scene *scene,
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const bool v3d_override,
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const char *error,
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char *str)
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{
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char info_time_str[32]; // used to be extern to header_info.c
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uintptr_t mem_in_use, mmap_in_use, peak_memory;
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float megs_used_memory, mmap_used_memory, megs_peak_memory;
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char *spos = str;
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mem_in_use = MEM_get_memory_in_use();
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mmap_in_use = MEM_get_mapped_memory_in_use();
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peak_memory = MEM_get_peak_memory();
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megs_used_memory = (mem_in_use - mmap_in_use) / (1024.0 * 1024.0);
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mmap_used_memory = (mmap_in_use) / (1024.0 * 1024.0);
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megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
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/* local view */
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if (rs->localview)
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spos += sprintf(spos, "%s | ", IFACE_("3D Local View"));
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else if (v3d_override)
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spos += sprintf(spos, "%s | ", IFACE_("3D View"));
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/* frame number */
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spos += sprintf(spos, IFACE_("Frame:%d "), (scene->r.cfra));
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/* previous and elapsed time */
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BLI_timecode_string_from_time_simple(info_time_str, sizeof(info_time_str), rs->lastframetime);
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if (rs->infostr && rs->infostr[0]) {
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if (rs->lastframetime != 0.0)
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spos += sprintf(spos, IFACE_("| Last:%s "), info_time_str);
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else
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spos += sprintf(spos, "| ");
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BLI_timecode_string_from_time_simple(info_time_str, sizeof(info_time_str), PIL_check_seconds_timer() - rs->starttime);
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}
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else
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spos += sprintf(spos, "| ");
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spos += sprintf(spos, IFACE_("Time:%s "), info_time_str);
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|
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/* statistics */
|
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if (rs->statstr) {
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if (rs->statstr[0]) {
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spos += sprintf(spos, "| %s ", rs->statstr);
|
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}
|
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}
|
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else {
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if (rs->totvert || rs->totface || rs->tothalo || rs->totstrand || rs->totlamp)
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spos += sprintf(spos, "| ");
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if (rs->totvert) spos += sprintf(spos, IFACE_("Ve:%d "), rs->totvert);
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if (rs->totface) spos += sprintf(spos, IFACE_("Fa:%d "), rs->totface);
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if (rs->tothalo) spos += sprintf(spos, IFACE_("Ha:%d "), rs->tothalo);
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if (rs->totstrand) spos += sprintf(spos, IFACE_("St:%d "), rs->totstrand);
|
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if (rs->totlamp) spos += sprintf(spos, IFACE_("Li:%d "), rs->totlamp);
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|
|
|
if (rs->mem_peak == 0.0f)
|
|
spos += sprintf(spos, IFACE_("| Mem:%.2fM (%.2fM, Peak %.2fM) "),
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megs_used_memory, mmap_used_memory, megs_peak_memory);
|
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else
|
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spos += sprintf(spos, IFACE_("| Mem:%.2fM, Peak: %.2fM "), rs->mem_used, rs->mem_peak);
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|
|
|
if (rs->curfield)
|
|
spos += sprintf(spos, IFACE_("Field %d "), rs->curfield);
|
|
if (rs->curblur)
|
|
spos += sprintf(spos, IFACE_("Blur %d "), rs->curblur);
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|
}
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|
|
|
/* full sample */
|
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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]) {
|
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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");
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|
|
|
}
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|
|
|
static void image_renderinfo_cb(void *rjv, RenderStats *rs)
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|
{
|
|
RenderJob *rj = rjv;
|
|
RenderResult *rr;
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|
|
|
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");
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|
|
|
make_renderinfo_string(rs, rj->scene, rj->v3d_override,
|
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rr->error, rr->text);
|
|
}
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|
|
RE_ReleaseResult(rj->re);
|
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|
|
/* make jobs timer to send notifier */
|
|
*(rj->do_update) = true;
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|
|
|
}
|
|
|
|
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) {
|
|
const bScreen *screen = WM_window_get_active_screen(win);
|
|
|
|
for (ScrArea *sa = 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));
|
|
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;
|
|
const char *viewname = RE_GetActiveRenderView(rj->re);
|
|
|
|
/* 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(rj->main, 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 ||
|
|
!rj->supports_glsl_draw ||
|
|
ibuf->channels == 1 ||
|
|
U.image_draw_method != IMAGE_DRAW_METHOD_GLSL)
|
|
{
|
|
image_buffer_rect_update(rj, rr, ibuf, &rj->iuser, renrect, viewname);
|
|
}
|
|
|
|
/* 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->single_layer, rj->camera_override, rj->scene->r.sfra, rj->scene->r.efra, rj->scene->r.frame_step);
|
|
else
|
|
RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->single_layer, rj->camera_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) {
|
|
const bScreen *screen = WM_window_get_active_screen(win);
|
|
|
|
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
|
|
if (sa == rj->sa) {
|
|
if (sa->spacetype == SPACE_IMAGE) {
|
|
SpaceImage *sima = sa->spacedata.first;
|
|
|
|
if (RE_HasSingleLayer(rj->re)) {
|
|
/* For single layer renders keep the active layer
|
|
* visible, or show the compositing result. */
|
|
RenderResult *rr = RE_AcquireResultRead(rj->re);
|
|
if (RE_HasCombinedLayer(rr)) {
|
|
sima->iuser.layer = 0;
|
|
}
|
|
RE_ReleaseResult(rj->re);
|
|
}
|
|
else {
|
|
/* For multiple layer render, set back the layer
|
|
* that was set at the start of rendering. */
|
|
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 T24508. */
|
|
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->depsgraph);
|
|
}
|
|
}
|
|
|
|
/* 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->single_layer) {
|
|
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->view_layers.first != rj->scene->view_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) {
|
|
/* 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);
|
|
DEG_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 notifier? */
|
|
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_base(Base *base)
|
|
{
|
|
if ((base->flag & BASE_VISIBLE) == 0) {
|
|
return;
|
|
}
|
|
|
|
Object *object = base->object;
|
|
|
|
if (object->id.tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
object->id.tag &= ~LIB_TAG_DOIT;
|
|
if (RE_allow_render_generic_object(object)) {
|
|
BKE_object_free_derived_caches(object);
|
|
}
|
|
}
|
|
|
|
static void clean_viewport_memory(Main *bmain, Scene *scene)
|
|
{
|
|
Scene *sce_iter;
|
|
Base *base;
|
|
|
|
/* Tag all the available objects. */
|
|
BKE_main_id_tag_listbase(&bmain->objects, LIB_TAG_DOIT, true);
|
|
|
|
/* Go over all the visible objects. */
|
|
for (wmWindowManager *wm = bmain->wm.first; wm; wm = wm->id.next) {
|
|
for (wmWindow *win = wm->windows.first; win; win = win->next) {
|
|
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
|
|
|
|
for (base = view_layer->object_bases.first; base; base = base->next) {
|
|
clean_viewport_memory_base(base);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (SETLOOPER_SET_ONLY(scene, sce_iter, base)) {
|
|
clean_viewport_memory_base(base);
|
|
}
|
|
}
|
|
|
|
/* using context, starts job */
|
|
static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
|
|
{
|
|
/* new render clears all callbacks */
|
|
Main *bmain = CTX_data_main(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
ViewLayer *active_layer = CTX_data_view_layer(C);
|
|
ViewLayer *single_layer = NULL;
|
|
RenderEngineType *re_type = RE_engines_find(scene->r.engine);
|
|
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;
|
|
|
|
/* Cannot do render if there is not this function. */
|
|
if (re_type->render == NULL) {
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
|
|
/* custom scene and single layer re-render */
|
|
screen_render_single_layer_set(op, bmain, active_layer, &scene, &single_layer);
|
|
|
|
/* 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_is_rendering_allowed(scene, single_layer, 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));
|
|
|
|
/* 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(bmain, 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, op->reports);
|
|
|
|
jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
|
|
|
|
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 = bmain;
|
|
rj->scene = scene;
|
|
rj->current_scene = rj->scene;
|
|
rj->single_layer = single_layer;
|
|
/* TODO(sergey): Render engine should be using own depsgraph. */
|
|
rj->depsgraph = CTX_data_depsgraph(C);
|
|
rj->camera_override = camera_override;
|
|
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;
|
|
rj->supports_glsl_draw = IMB_colormanagement_support_glsl_draw(&scene->view_settings);
|
|
|
|
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 (camera_override && camera_override != scene->camera)
|
|
rj->v3d_override = true;
|
|
}
|
|
|
|
/* Lock the user interface depending on render settings. */
|
|
if (scene->r.use_lock_interface) {
|
|
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);
|
|
}
|
|
|
|
/* 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(bmain, IMA_TYPE_R_RESULT, "Render Result");
|
|
BKE_image_signal(rj->main, ima, NULL, IMA_SIGNAL_FREE);
|
|
BKE_image_backup_render(rj->scene, ima, true);
|
|
rj->image = ima;
|
|
|
|
/* setup new render */
|
|
re = RE_NewSceneRender(scene);
|
|
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);
|
|
RE_gl_context_create(re);
|
|
|
|
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 */
|
|
|
|
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);
|
|
RNA_def_boolean(ot->srna, "write_still", 0, "Write Image", "Save rendered the image to the output path (used only when animation is disabled)");
|
|
prop = RNA_def_boolean(ot->srna, "use_viewport", 0, "Use 3D Viewport", "When inside a 3D viewport, use layers and camera of the viewport");
|
|
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
|
|
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);
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
/* Motion blur curve preset */
|
|
|
|
static int render_shutter_curve_preset_exec(bContext *C, wmOperator *op)
|
|
{
|
|
Scene *scene = CTX_data_scene(C);
|
|
CurveMapping *mblur_shutter_curve = &scene->r.mblur_shutter_curve;
|
|
CurveMap *cm = mblur_shutter_curve->cm;
|
|
int preset = RNA_enum_get(op->ptr, "shape");
|
|
|
|
cm->flag &= ~CUMA_EXTEND_EXTRAPOLATE;
|
|
mblur_shutter_curve->preset = preset;
|
|
curvemap_reset(cm,
|
|
&mblur_shutter_curve->clipr,
|
|
mblur_shutter_curve->preset,
|
|
CURVEMAP_SLOPE_POS_NEG);
|
|
curvemapping_changed(mblur_shutter_curve, false);
|
|
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
|
|
void RENDER_OT_shutter_curve_preset(wmOperatorType *ot)
|
|
{
|
|
PropertyRNA *prop;
|
|
static const EnumPropertyItem prop_shape_items[] = {
|
|
{CURVE_PRESET_SHARP, "SHARP", 0, "Sharp", ""},
|
|
{CURVE_PRESET_SMOOTH, "SMOOTH", 0, "Smooth", ""},
|
|
{CURVE_PRESET_MAX, "MAX", 0, "Max", ""},
|
|
{CURVE_PRESET_LINE, "LINE", 0, "Line", ""},
|
|
{CURVE_PRESET_ROUND, "ROUND", 0, "Round", ""},
|
|
{CURVE_PRESET_ROOT, "ROOT", 0, "Root", ""},
|
|
{0, NULL, 0, NULL, NULL},
|
|
};
|
|
|
|
ot->name = "Shutter Curve Preset";
|
|
ot->description = "Set shutter curve";
|
|
ot->idname = "RENDER_OT_shutter_curve_preset";
|
|
|
|
ot->exec = render_shutter_curve_preset_exec;
|
|
|
|
prop = RNA_def_enum(ot->srna, "shape", prop_shape_items, CURVE_PRESET_SMOOTH, "Mode", "");
|
|
RNA_def_property_translation_context(prop, BLT_I18NCONTEXT_ID_CURVE); /* Abusing id_curve :/ */
|
|
}
|