1197 lines
35 KiB
C
1197 lines
35 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 <stddef.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "BLI_threads.h"
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#include "BLI_timecode.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_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_colortools.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_lib_id.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_scene.h"
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#include "BKE_screen.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_render.h"
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#include "ED_screen.h"
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#include "ED_util.h"
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#include "BIF_glutil.h"
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "IMB_colormanagement.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 "SEQ_relations.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 *area;
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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 bool image_buffer_calc_tile_rect(const RenderResult *rr,
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const ImBuf *ibuf,
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volatile rcti *renrect,
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rcti *r_ibuf_rect,
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int *r_offset_x,
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int *r_offset_y)
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{
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int tile_y, tile_height, tile_x, tile_width;
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/* if renrect argument, we only refresh scanlines */
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if (renrect) {
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/* if (tile_height == 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 false;
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}
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/* tile_x here is first subrect x coord, tile_width defines subrect width */
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tile_x = renrect->xmin;
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tile_width = renrect->xmax - tile_x;
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if (tile_width < 2) {
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return false;
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}
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tile_y = renrect->ymin;
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tile_height = renrect->ymax - tile_y;
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if (tile_height < 2) {
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return false;
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}
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renrect->ymin = renrect->ymax;
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}
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else {
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tile_x = tile_y = 0;
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tile_width = rr->rectx;
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tile_height = rr->recty;
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}
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/* tile_x tile_y is in tile coords. transform to ibuf */
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int offset_x = rr->tilerect.xmin;
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if (offset_x >= ibuf->x) {
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return false;
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}
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int offset_y = rr->tilerect.ymin;
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if (offset_y >= ibuf->y) {
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return false;
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}
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if (offset_x + tile_width > ibuf->x) {
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tile_width = ibuf->x - offset_x;
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}
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if (offset_y + tile_height > ibuf->y) {
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tile_height = ibuf->y - offset_y;
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}
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if (tile_width < 1 || tile_height < 1) {
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return false;
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}
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r_ibuf_rect->xmax = tile_x + tile_width;
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r_ibuf_rect->ymax = tile_y + tile_height;
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r_ibuf_rect->xmin = tile_x;
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r_ibuf_rect->ymin = tile_y;
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*r_offset_x = offset_x;
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*r_offset_y = offset_y;
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return true;
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}
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static void image_buffer_rect_update(RenderJob *rj,
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RenderResult *rr,
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ImBuf *ibuf,
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ImageUser *iuser,
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const rcti *tile_rect,
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int offset_x,
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int offset_y,
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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 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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if (ibuf->userflags & IB_DISPLAY_BUFFER_INVALID) {
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/* The whole image buffer is to be color managed again anyway. */
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return;
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}
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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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}
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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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if (rr->renlay == NULL) {
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return;
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}
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rectf = RE_RenderLayerGetPass(rr->renlay, RE_PASSNAME_COMBINED, viewname);
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}
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if (rectf == NULL) {
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return;
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}
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rectf += 4 * (rr->rectx * tile_rect->ymin + tile_rect->xmin);
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linear_stride = rr->rectx;
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linear_offset_x = offset_x;
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linear_offset_y = offset_y;
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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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view_settings = &scene->view_settings;
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display_settings = &scene->display_settings;
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IMB_partial_display_buffer_update(ibuf,
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rectf,
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NULL,
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linear_stride,
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linear_offset_x,
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linear_offset_y,
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view_settings,
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display_settings,
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offset_x,
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offset_y,
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offset_x + BLI_rcti_size_x(tile_rect),
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offset_y + BLI_rcti_size_y(tile_rect));
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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(
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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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}
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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(
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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_draw_lock_cb(re, NULL, NULL);
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RE_test_break_cb(re, NULL, render_break);
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ima = BKE_image_ensure_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_RenderFrame,
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* since sequence rendering can call that recursively... (peter) */
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SEQ_cache_cleanup(scene);
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RE_SetReports(re, op->reports);
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if (is_animation) {
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RE_RenderAnim(re,
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mainp,
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scene,
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single_layer,
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camera_override,
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scene->r.sfra,
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scene->r.efra,
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scene->r.frame_step);
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}
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else {
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RE_RenderFrame(re, mainp, scene, single_layer, camera_override, scene->r.cfra, is_write_still);
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}
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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_pointer(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, peak_memory;
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float megs_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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peak_memory = MEM_get_peak_memory();
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megs_used_memory = (mem_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 | ", TIP_("3D Local View"));
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}
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else if (v3d_override) {
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spos += sprintf(spos, "%s | ", TIP_("3D View"));
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}
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/* frame number */
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spos += sprintf(spos, TIP_("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, TIP_("| Last:%s "), info_time_str);
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}
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else {
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spos += sprintf(spos, "| ");
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}
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BLI_timecode_string_from_time_simple(
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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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}
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spos += sprintf(spos, TIP_("Time:%s "), info_time_str);
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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->mem_peak == 0.0f) {
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spos += sprintf(spos, TIP_("| Mem:%.2fM (Peak %.2fM) "), megs_used_memory, megs_peak_memory);
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}
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else {
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spos += sprintf(spos, TIP_("| Mem:%.2fM, Peak: %.2fM "), rs->mem_used, rs->mem_peak);
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}
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}
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/* extra info */
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if (rs->infostr && rs->infostr[0]) {
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spos += sprintf(spos, "| %s ", rs->infostr);
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}
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else if (error && error[0]) {
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spos += sprintf(spos, "| %s ", error);
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}
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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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}
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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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}
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make_renderinfo_string(rs, rj->scene, rj->v3d_override, rr->error, 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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|
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/* Not totally reliable, but works fine in most of cases and
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* in worst case would just make it so extra color management
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* for the whole render result is applied (which was already
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* happening already).
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*/
|
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static void render_image_update_pass_and_layer(RenderJob *rj, RenderResult *rr, ImageUser *iuser)
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{
|
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wmWindowManager *wm;
|
|
ScrArea *first_area = NULL, *matched_area = NULL;
|
|
|
|
/* image window, compo node users */
|
|
for (wm = rj->main->wm.first; wm && matched_area == NULL; wm = wm->id.next) { /* only 1 wm */
|
|
wmWindow *win;
|
|
for (win = wm->windows.first; win && matched_area == NULL; win = win->next) {
|
|
const bScreen *screen = WM_window_get_active_screen(win);
|
|
|
|
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
|
|
if (area->spacetype == SPACE_IMAGE) {
|
|
SpaceImage *sima = area->spacedata.first;
|
|
/* area->spacedata might be empty when toggling full-screen mode. */
|
|
if (sima != NULL && sima->image == rj->image) {
|
|
if (first_area == NULL) {
|
|
first_area = area;
|
|
}
|
|
if (area == rj->area) {
|
|
matched_area = area;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (matched_area == NULL) {
|
|
matched_area = first_area;
|
|
}
|
|
|
|
if (matched_area) {
|
|
SpaceImage *sima = matched_area->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;
|
|
}
|
|
if (rj->image_outdated) {
|
|
/* Free all render buffer caches when switching slots, with lock to ensure main
|
|
* thread is not drawing the buffer at the same time. */
|
|
rj->image_outdated = false;
|
|
ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
|
|
BKE_image_free_buffers(ima);
|
|
BKE_image_release_ibuf(ima, ibuf, lock);
|
|
*(rj->do_update) = true;
|
|
return;
|
|
}
|
|
|
|
if (rr == NULL) {
|
|
return;
|
|
}
|
|
|
|
/* update part of render */
|
|
render_image_update_pass_and_layer(rj, rr, &rj->iuser);
|
|
rcti tile_rect;
|
|
int offset_x;
|
|
int offset_y;
|
|
ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
|
|
if (ibuf) {
|
|
if (!image_buffer_calc_tile_rect(rr, ibuf, renrect, &tile_rect, &offset_x, &offset_y)) {
|
|
BKE_image_release_ibuf(ima, ibuf, lock);
|
|
return;
|
|
}
|
|
|
|
/* 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 (!rj->supports_glsl_draw || ibuf->channels == 1 ||
|
|
ED_draw_imbuf_method(ibuf) != IMAGE_DRAW_METHOD_GLSL) {
|
|
image_buffer_rect_update(rj, rr, ibuf, &rj->iuser, &tile_rect, offset_x, offset_y, viewname);
|
|
}
|
|
BKE_image_update_gputexture_delayed(
|
|
ima, ibuf, offset_x, offset_y, BLI_rcti_size_x(&tile_rect), BLI_rcti_size_y(&tile_rect));
|
|
|
|
/* 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_RenderAnim(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_RenderFrame(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);
|
|
|
|
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
|
|
if (area == rj->area) {
|
|
if (area->spacetype == SPACE_IMAGE) {
|
|
SpaceImage *sima = area->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->area) {
|
|
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 isn't thread-safe.
|
|
*/
|
|
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, bool 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 EVT_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_DEPSGRAPH) == 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) {
|
|
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
|
|
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;
|
|
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 *area;
|
|
|
|
/* 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;
|
|
}
|
|
|
|
/* Reports are done inside check function, and it will return false if there are other strips to
|
|
* render. */
|
|
if ((scene->r.scemode & R_DOSEQ) && SEQ_relations_check_scene_recursion(scene, op->reports)) {
|
|
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(true);
|
|
|
|
/* flush sculpt and editmode changes */
|
|
ED_editors_flush_edits_ex(bmain, true, false);
|
|
|
|
/* 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_RenderFrame,
|
|
* since sequence rendering can call that recursively... (peter) */
|
|
SEQ_cache_cleanup(scene);
|
|
|
|
/* store spare
|
|
* get view3d layer, local layer, make this nice api call to render
|
|
* store spare */
|
|
|
|
/* ensure at least 1 area shows result */
|
|
area = render_view_open(C, event->x, event->y, op->reports);
|
|
|
|
/* 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.
|
|
*
|
|
* NOTE: Currently is only used by ED_update_for_newframe() at the end of the render, so no
|
|
* need to ensure evaluation here. */
|
|
rj->depsgraph = CTX_data_depsgraph_pointer(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->area = area;
|
|
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 (area) {
|
|
SpaceImage *sima = area->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,
|
|
WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS,
|
|
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);
|
|
|
|
if (RNA_struct_property_is_set(op->ptr, "layer")) {
|
|
WM_jobs_delay_start(wm_job, 0.2);
|
|
}
|
|
|
|
/* get a render result image, and make sure it is empty */
|
|
ima = BKE_image_ensure_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 T31800. */
|
|
op->customdata = scene;
|
|
|
|
WM_jobs_start(CTX_wm_manager(C), wm_job);
|
|
|
|
WM_cursor_wait(false);
|
|
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;
|
|
|
|
/* This isn't needed, causes failure in background mode. */
|
|
#if 0
|
|
ot->poll = ED_operator_screenactive;
|
|
#endif
|
|
|
|
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");
|
|
|
|
mblur_shutter_curve->flag &= ~CUMA_EXTEND_EXTRAPOLATE;
|
|
mblur_shutter_curve->preset = preset;
|
|
BKE_curvemap_reset(
|
|
cm, &mblur_shutter_curve->clipr, mblur_shutter_curve->preset, CURVEMAP_SLOPE_POS_NEG);
|
|
BKE_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 :/ */
|
|
}
|