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blender-archive/source/blender/editors/render/render_opengl.c
Campbell Barton a9072177ba opengl render option 'view_context',
When enabled the context's 3D view will be used for rendering.
When disabled a camera view with solid draw mode will be used.

(Needed for batch rendering out animation previews without having to worry about an existing 3D view, its local layer locking and draw type)
2010-05-23 10:47:19 +00:00

497 lines
12 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_blender.h"
#include "BKE_object.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_multires.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h"
#include "BKE_writeavi.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_view3d.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);
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);
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_mallocN(sizeof(float)*4*sizex*sizey, "32 bits rects");
RE_ReleaseResult(oglrender->re);
return 1;
}
static void screen_opengl_render_end(bContext *C, OGLRender *oglrender)
{
Scene *scene= oglrender->scene;
int view_context = (oglrender->v3d != NULL);
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(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)
{
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);
/* go to next frame */
while(CFRA<oglrender->nfra) {
unsigned int lay= screen_opengl_layers(oglrender);
if(lay & 0xFF000000)
lay &= 0xFF000000;
scene_update_for_newframe(scene, lay);
CFRA++;
}
scene_update_for_newframe(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;
}
ret= screen_opengl_render_anim_step(C, op);
WM_event_add_notifier(C, NC_SCENE|ND_RENDER_RESULT, oglrender->scene);
/* 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;