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blender-archive/source/blender/editors/render/render_internal.c

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edrend
*/
#include <math.h>
#include <stddef.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_threads.h"
#include "BLI_timecode.h"
#include "BLI_utildefines.h"
#include "PIL_time.h"
#include "BLT_translation.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "BKE_colortools.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "DEG_depsgraph.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_render.h"
#include "ED_screen.h"
#include "ED_util.h"
#include "BIF_glutil.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf_types.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "SEQ_relations.h"
#include "render_intern.h"
/* Render Callbacks */
static int render_break(void *rjv);
typedef struct RenderJob {
Main *main;
Scene *scene;
ViewLayer *single_layer;
Scene *current_scene;
/* TODO(sergey): Should not be needed once engine will have own
* depsgraph and copy-on-write will be implemented.
*/
Depsgraph *depsgraph;
Render *re;
struct Object *camera_override;
bool v3d_override;
bool anim, write_still;
Image *image;
ImageUser iuser;
bool image_outdated;
short *stop;
short *do_update;
float *progress;
ReportList *reports;
int orig_layer;
int last_layer;
ScrArea *area;
ColorManagedViewSettings view_settings;
ColorManagedDisplaySettings display_settings;
bool supports_glsl_draw;
bool interface_locked;
} RenderJob;
/* called inside thread! */
static bool image_buffer_calc_tile_rect(const RenderResult *rr,
const ImBuf *ibuf,
volatile rcti *renrect,
rcti *r_ibuf_rect,
int *r_offset_x,
int *r_offset_y)
{
int tile_y, tile_height, tile_x, tile_width;
/* if renrect argument, we only refresh scanlines */
if (renrect) {
/* if (tile_height == recty), rendering of layer is ready,
* we should not draw, other things happen... */
if (rr->renlay == NULL || renrect->ymax >= rr->recty) {
return false;
}
/* tile_x here is first subrect x coord, tile_width defines subrect width */
tile_x = renrect->xmin;
tile_width = renrect->xmax - tile_x;
if (tile_width < 2) {
return false;
}
tile_y = renrect->ymin;
tile_height = renrect->ymax - tile_y;
if (tile_height < 2) {
return false;
}
renrect->ymin = renrect->ymax;
}
else {
tile_x = tile_y = 0;
tile_width = rr->rectx;
tile_height = rr->recty;
}
/* tile_x tile_y is in tile coords. transform to ibuf */
int offset_x = rr->tilerect.xmin;
if (offset_x >= ibuf->x) {
return false;
}
int offset_y = rr->tilerect.ymin;
if (offset_y >= ibuf->y) {
return false;
}
if (offset_x + tile_width > ibuf->x) {
tile_width = ibuf->x - offset_x;
}
if (offset_y + tile_height > ibuf->y) {
tile_height = ibuf->y - offset_y;
}
if (tile_width < 1 || tile_height < 1) {
return false;
}
r_ibuf_rect->xmax = tile_x + tile_width;
r_ibuf_rect->ymax = tile_y + tile_height;
r_ibuf_rect->xmin = tile_x;
r_ibuf_rect->ymin = tile_y;
*r_offset_x = offset_x;
*r_offset_y = offset_y;
return true;
}
static void image_buffer_rect_update(RenderJob *rj,
RenderResult *rr,
ImBuf *ibuf,
ImageUser *iuser,
const rcti *tile_rect,
int offset_x,
int offset_y,
const char *viewname)
{
Scene *scene = rj->scene;
const float *rectf = NULL;
int linear_stride, linear_offset_x, linear_offset_y;
ColorManagedViewSettings *view_settings;
ColorManagedDisplaySettings *display_settings;
if (ibuf->userflags & IB_DISPLAY_BUFFER_INVALID) {
/* The whole image buffer is to be color managed again anyway. */
return;
}
/* The thing here is, the logic below (which was default behavior
* of how rectf is acquiring since forever) gives float buffer for
* composite output only. This buffer can not be used for other
* passes obviously.
*
* We might try finding corresponding for pass buffer in render result
* (which is actually missing when rendering with Cycles, who only
* writes all the passes when the tile is finished) or use float
* buffer from image buffer as reference, which is easier to use and
* contains all the data we need anyway.
* - sergey -
*/
/* TODO(sergey): Need to check has_combined here? */
if (iuser->pass == 0) {
RenderView *rv;
const int view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
rv = RE_RenderViewGetById(rr, view_id);
/* find current float rect for display, first case is after composite... still weak */
if (rv->rectf) {
rectf = rv->rectf;
}
else {
if (rv->rect32) {
/* special case, currently only happens with sequencer rendering,
* which updates the whole frame, so we can only mark display buffer
* as invalid here (sergey)
*/
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
return;
}
if (rr->renlay == NULL) {
return;
}
rectf = RE_RenderLayerGetPass(rr->renlay, RE_PASSNAME_COMBINED, viewname);
}
if (rectf == NULL) {
return;
}
rectf += 4 * (rr->rectx * tile_rect->ymin + tile_rect->xmin);
linear_stride = rr->rectx;
linear_offset_x = offset_x;
linear_offset_y = offset_y;
}
else {
rectf = ibuf->rect_float;
linear_stride = ibuf->x;
linear_offset_x = 0;
linear_offset_y = 0;
}
view_settings = &scene->view_settings;
display_settings = &scene->display_settings;
IMB_partial_display_buffer_update(ibuf,
rectf,
NULL,
linear_stride,
linear_offset_x,
linear_offset_y,
view_settings,
display_settings,
offset_x,
offset_y,
offset_x + BLI_rcti_size_x(tile_rect),
offset_y + BLI_rcti_size_y(tile_rect));
}
/* ****************************** render invoking ***************** */
/* set callbacks, exported to sequence render too.
* Only call in foreground (UI) renders. */
static void screen_render_single_layer_set(
wmOperator *op, Main *mainp, ViewLayer *active_layer, Scene **scene, ViewLayer **single_layer)
{
/* single layer re-render */
if (RNA_struct_property_is_set(op->ptr, "scene")) {
Scene *scn;
char scene_name[MAX_ID_NAME - 2];
RNA_string_get(op->ptr, "scene", scene_name);
scn = (Scene *)BLI_findstring(&mainp->scenes, scene_name, offsetof(ID, name) + 2);
if (scn) {
/* camera switch wont have updated */
scn->r.cfra = (*scene)->r.cfra;
BKE_scene_camera_switch_update(scn);
*scene = scn;
}
}
if (RNA_struct_property_is_set(op->ptr, "layer")) {
ViewLayer *rl;
char rl_name[RE_MAXNAME];
RNA_string_get(op->ptr, "layer", rl_name);
rl = (ViewLayer *)BLI_findstring(&(*scene)->view_layers, rl_name, offsetof(ViewLayer, name));
if (rl) {
*single_layer = rl;
}
}
else if (((*scene)->r.scemode & R_SINGLE_LAYER) && active_layer) {
*single_layer = active_layer;
}
}
/* executes blocking render */
static int screen_render_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
RenderEngineType *re_type = RE_engines_find(scene->r.engine);
ViewLayer *active_layer = CTX_data_view_layer(C);
ViewLayer *single_layer = NULL;
Render *re;
Image *ima;
View3D *v3d = CTX_wm_view3d(C);
Main *mainp = CTX_data_main(C);
const bool is_animation = RNA_boolean_get(op->ptr, "animation");
const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
/* 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, mainp, active_layer, &scene, &single_layer);
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;
}
re = RE_NewSceneRender(scene);
G.is_break = false;
RE_draw_lock_cb(re, NULL, NULL);
RE_test_break_cb(re, NULL, render_break);
ima = BKE_image_ensure_viewer(mainp, IMA_TYPE_R_RESULT, "Render Result");
BKE_image_signal(mainp, ima, NULL, IMA_SIGNAL_FREE);
BKE_image_backup_render(scene, ima, true);
/* cleanup sequencer caches before starting user triggered render.
* otherwise, invalidated cache entries can make their way into
* the output rendering. We can't put that into RE_RenderFrame,
* since sequence rendering can call that recursively... (peter) */
SEQ_cache_cleanup(scene);
RE_SetReports(re, op->reports);
if (is_animation) {
RE_RenderAnim(re,
mainp,
scene,
single_layer,
camera_override,
scene->r.sfra,
scene->r.efra,
scene->r.frame_step);
}
else {
RE_RenderFrame(re, mainp, scene, single_layer, camera_override, scene->r.cfra, is_write_still);
}
RE_SetReports(re, NULL);
/* No redraw needed, we leave state as we entered it. */
ED_update_for_newframe(mainp, CTX_data_depsgraph_pointer(C));
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
return OPERATOR_FINISHED;
}
static void render_freejob(void *rjv)
{
RenderJob *rj = rjv;
BKE_color_managed_view_settings_free(&rj->view_settings);
MEM_freeN(rj);
}
/* str is IMA_MAX_RENDER_TEXT in size */
static void make_renderinfo_string(const RenderStats *rs,
const Scene *scene,
const bool v3d_override,
const char *error,
char *str)
{
char info_time_str[32]; /* used to be extern to header_info.c */
uintptr_t mem_in_use, peak_memory;
float megs_used_memory, megs_peak_memory;
char *spos = str;
mem_in_use = MEM_get_memory_in_use();
peak_memory = MEM_get_peak_memory();
megs_used_memory = (mem_in_use) / (1024.0 * 1024.0);
megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
/* local view */
if (rs->localview) {
spos += sprintf(spos, "%s | ", TIP_("3D Local View"));
}
else if (v3d_override) {
spos += sprintf(spos, "%s | ", TIP_("3D View"));
}
/* frame number */
spos += sprintf(spos, TIP_("Frame:%d "), (scene->r.cfra));
/* previous and elapsed time */
BLI_timecode_string_from_time_simple(info_time_str, sizeof(info_time_str), rs->lastframetime);
if (rs->infostr && rs->infostr[0]) {
if (rs->lastframetime != 0.0) {
spos += sprintf(spos, TIP_("| Last:%s "), info_time_str);
}
else {
spos += sprintf(spos, "| ");
}
BLI_timecode_string_from_time_simple(
info_time_str, sizeof(info_time_str), PIL_check_seconds_timer() - rs->starttime);
}
else {
spos += sprintf(spos, "| ");
}
spos += sprintf(spos, TIP_("Time:%s "), info_time_str);
/* statistics */
if (rs->statstr) {
if (rs->statstr[0]) {
spos += sprintf(spos, "| %s ", rs->statstr);
}
}
else {
if (rs->mem_peak == 0.0f) {
spos += sprintf(spos, TIP_("| Mem:%.2fM (Peak %.2fM) "), megs_used_memory, megs_peak_memory);
}
else {
spos += sprintf(spos, TIP_("| Mem:%.2fM, Peak: %.2fM "), rs->mem_used, rs->mem_peak);
}
}
/* extra info */
if (rs->infostr && rs->infostr[0]) {
spos += sprintf(spos, "| %s ", rs->infostr);
}
else if (error && error[0]) {
spos += sprintf(spos, "| %s ", error);
}
/* very weak... but 512 characters is quite safe */
if (spos >= str + IMA_MAX_RENDER_TEXT) {
if (G.debug & G_DEBUG) {
printf("WARNING! renderwin text beyond limit\n");
}
}
}
static void image_renderinfo_cb(void *rjv, RenderStats *rs)
{
RenderJob *rj = rjv;
RenderResult *rr;
rr = RE_AcquireResultRead(rj->re);
if (rr) {
/* malloc OK here, stats_draw is not in tile threads */
if (rr->text == NULL) {
rr->text = MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext");
}
make_renderinfo_string(rs, rj->scene, rj->v3d_override, rr->error, rr->text);
}
RE_ReleaseResult(rj->re);
/* make jobs timer to send notifier */
*(rj->do_update) = true;
}
static void render_progress_update(void *rjv, float progress)
{
RenderJob *rj = rjv;
if (rj->progress && *rj->progress != progress) {
*rj->progress = progress;
/* make jobs timer to send notifier */
*(rj->do_update) = true;
}
}
/* Not totally reliable, but works fine in most of cases and
* in worst case would just make it so extra color management
* for the whole render result is applied (which was already
* happening already).
*/
static void render_image_update_pass_and_layer(RenderJob *rj, RenderResult *rr, ImageUser *iuser)
{
wmWindowManager *wm;
ScrArea *first_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 :/ */
}