Useful for python exporters to avoid toggling editmode on export, moved into own function ED_object_editmode_load(obedit).
		
			
				
	
	
		
			656 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			656 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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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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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file blender/editors/render/render_internal.c
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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_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BLI_rand.h"
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#include "BLI_utildefines.h"
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#include "BLF_translation.h"
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#include "DNA_scene_types.h"
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#include "BKE_blender.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_image.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_multires.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 "WM_api.h"
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#include "WM_types.h"
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#include "ED_screen.h"
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#include "ED_object.h"
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#include "RE_pipeline.h"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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#include "wm_window.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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/* called inside thread! */
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void image_buffer_rect_update(Scene *scene, RenderResult *rr, ImBuf *ibuf, volatile rcti *renrect)
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{
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	float *rectf = NULL;
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	int ymin, ymax, xmin, xmax;
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	int rymin, rxmin;
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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, 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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	/* find current float rect for display, first case is after composite... still weak */
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	if (rr->rectf)
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		rectf = rr->rectf;
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	else {
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		if (rr->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 || rr->renlay->rectf == NULL) return;
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			rectf = rr->renlay->rectf;
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		}
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	}
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	if (rectf == NULL) return;
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	if (ibuf->rect == NULL)
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		imb_addrectImBuf(ibuf);
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	rectf += 4 * (rr->rectx * ymin + xmin);
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	IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr->rectx, rxmin, rymin,
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	                                  &scene->view_settings, &scene->display_settings,
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	                                  rxmin, rymin, rxmin + xmax, rymin + ymax, TRUE);
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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_scene_layer_set(wmOperator *op, Main *mainp, Scene **scene, SceneRenderLayer **srl)
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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->scene, 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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		SceneRenderLayer *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 = (SceneRenderLayer *)BLI_findstring(&(*scene)->r.layers, rl_name, offsetof(SceneRenderLayer, name));
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		if (rl)
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			*srl = rl;
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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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	SceneRenderLayer *srl = 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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	unsigned int lay;
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	const short is_animation = RNA_boolean_get(op->ptr, "animation");
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	const short 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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	/* custom scene and single layer re-render */
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	screen_render_scene_layer_set(op, mainp, &scene, &srl);
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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_NewRender(scene->id.name);
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	lay = (v3d) ? v3d->lay : scene->lay;
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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(IMA_TYPE_R_RESULT, "Render Result");
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	BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
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	BKE_image_backup_render(scene, ima);
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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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	if (is_animation)
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		RE_BlenderAnim(re, mainp, scene, camera_override, lay, scene->r.sfra, scene->r.efra, scene->r.frame_step);
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	else
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		RE_BlenderFrame(re, mainp, scene, srl, camera_override, lay, scene->r.cfra, is_write_still);
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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, scene, 1);
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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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typedef struct RenderJob {
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	Main *main;
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	Scene *scene;
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	Render *re;
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	wmWindow *win;
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	SceneRenderLayer *srl;
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	struct Object *camera_override;
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	int lay;
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	short anim, write_still;
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	Image *image;
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	ImageUser iuser;
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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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} RenderJob;
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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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	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(RenderStats *rs, Scene *scene, 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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	if (scene->lay & 0xFF000000)
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		spos += sprintf(spos, IFACE_("Localview | "));
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	else if (scene->r.scemode & R_SINGLE_LAYER)
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		spos += sprintf(spos, IFACE_("Single Layer | "));
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	spos += sprintf(spos, IFACE_("Frame:%d "), (scene->r.cfra));
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	if (rs->statstr) {
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		spos += sprintf(spos, "| %s ", rs->statstr);
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	}
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	else {
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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_("La:%d "), rs->totlamp);
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		if (rs->mem_peak == 0.0f)
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			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)
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			spos += sprintf(spos, IFACE_("Field %d "), rs->curfield);
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		if (rs->curblur)
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			spos += sprintf(spos, IFACE_("Blur %d "), rs->curblur);
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	}
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	BLI_timestr(rs->lastframetime, info_time_str);
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	spos += sprintf(spos, IFACE_("Time:%s "), info_time_str);
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	if (rs->curfsa)
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		spos += sprintf(spos, IFACE_("| Full Sample %d "), rs->curfsa);
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	if (rs->infostr && rs->infostr[0])
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		spos += sprintf(spos, "| %s ", rs->infostr);
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	/* very weak... but 512 characters is quite safe */
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	if (spos >= str + IMA_MAX_RENDER_TEXT)
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		if (G.debug & G_DEBUG)
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			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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{
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	RenderJob *rj = rjv;
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	RenderResult *rr;
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	rr = RE_AcquireResultRead(rj->re);
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	if (rr) {
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		/* malloc OK here, stats_draw is not in tile threads */
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		if (rr->text == NULL)
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			rr->text = MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext");
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		make_renderinfo_string(rs, rj->scene, rr->text);
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	}
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	RE_ReleaseResult(rj->re);
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	/* make jobs timer to send notifier */
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	*(rj->do_update) = TRUE;
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}
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static void render_progress_update(void *rjv, float progress)
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{
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	RenderJob *rj = rjv;
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	if (rj->progress && *rj->progress != progress) {
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		*rj->progress = progress;
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		/* make jobs timer to send notifier */
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		*(rj->do_update) = TRUE;
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	}
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}
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static void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect)
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{
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	RenderJob *rj = rjv;
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	Image *ima = rj->image;
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	ImBuf *ibuf;
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	void *lock;
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	/* only update if we are displaying the slot being rendered */
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	if (ima->render_slot != ima->last_render_slot)
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		return;
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	ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
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	if (ibuf) {
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		image_buffer_rect_update(rj->scene, rr, ibuf, renrect);
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		/* make jobs timer to send notifier */
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		*(rj->do_update) = TRUE;
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	}
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	BKE_image_release_ibuf(ima, ibuf, lock);
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}
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static void render_startjob(void *rjv, short *stop, short *do_update, float *progress)
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{
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	RenderJob *rj = rjv;
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	rj->stop = stop;
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	rj->do_update = do_update;
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	rj->progress = progress;
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	RE_SetReports(rj->re, rj->reports);
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	if (rj->anim)
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		RE_BlenderAnim(rj->re, rj->main, rj->scene, rj->camera_override, rj->lay, rj->scene->r.sfra, rj->scene->r.efra, rj->scene->r.frame_step);
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	else
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		RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->srl, rj->camera_override, rj->lay, rj->scene->r.cfra, rj->write_still);
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	RE_SetReports(rj->re, NULL);
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}
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static void render_endjob(void *rjv)
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{
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	RenderJob *rj = rjv;
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	/* this render may be used again by the sequencer without the active 'Render' where the callbacks
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	 * would be re-assigned. assign dummy callbacks to avoid referencing freed renderjobs bug [#24508] */
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	RE_InitRenderCB(rj->re);
 | 
						|
 | 
						|
	if (rj->main != G.main)
 | 
						|
		free_main(rj->main);
 | 
						|
 | 
						|
	/* else the frame will not update for the original value */
 | 
						|
	if (!(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);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* XXX render stability hack */
 | 
						|
	G.is_rendering = FALSE;
 | 
						|
	WM_main_add_notifier(NC_WINDOW, NULL);
 | 
						|
}
 | 
						|
 | 
						|
/* 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 *UNUSED(rjv), int lock)
 | 
						|
{
 | 
						|
	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;
 | 
						|
			break;
 | 
						|
	}
 | 
						|
	return OPERATOR_PASS_THROUGH;
 | 
						|
}
 | 
						|
 | 
						|
/* 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;
 | 
						|
	View3D *v3d = CTX_wm_view3d(C);
 | 
						|
	Render *re;
 | 
						|
	wmJob *wm_job;
 | 
						|
	RenderJob *rj;
 | 
						|
	Image *ima;
 | 
						|
	int jobflag;
 | 
						|
	const short is_animation = RNA_boolean_get(op->ptr, "animation");
 | 
						|
	const short is_write_still = RNA_boolean_get(op->ptr, "write_still");
 | 
						|
	struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
 | 
						|
	const char *name;
 | 
						|
	
 | 
						|
	/* 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, 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 multires changes (for sculpt) */
 | 
						|
	multires_force_render_update(CTX_data_active_object(C));
 | 
						|
 | 
						|
	/* 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();
 | 
						|
 | 
						|
	/* get editmode results */
 | 
						|
	ED_object_editmode_load(CTX_data_edit_object(C));
 | 
						|
 | 
						|
	// store spare
 | 
						|
	// get view3d layer, local layer, make this nice api call to render
 | 
						|
	// store spare
 | 
						|
 | 
						|
	/* ensure at least 1 area shows result */
 | 
						|
	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->win = CTX_wm_window(C);
 | 
						|
	rj->srl = srl;
 | 
						|
	rj->camera_override = camera_override;
 | 
						|
	rj->lay = scene->lay;
 | 
						|
	rj->anim = is_animation;
 | 
						|
	rj->write_still = is_write_still && !is_animation;
 | 
						|
	rj->iuser.scene = scene;
 | 
						|
	rj->iuser.ok = 1;
 | 
						|
	rj->reports = op->reports;
 | 
						|
 | 
						|
	if (v3d) {
 | 
						|
		rj->lay = v3d->lay;
 | 
						|
 | 
						|
		if (v3d->localvd)
 | 
						|
			rj->lay |= v3d->localvd->lay;
 | 
						|
	}
 | 
						|
 | 
						|
	/* 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_draw_cb(re, rj, image_rect_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->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)");
 | 
						|
	prop = RNA_def_string(ot->srna, "layer", "", 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", "", MAX_ID_NAME - 2, "Scene", "Scene to render, current scene if not specified");
 | 
						|
	RNA_def_property_flag(prop, PROP_SKIP_SAVE);
 | 
						|
}
 | 
						|
 |