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blender-archive/source/blender/render/intern/source/pipeline.c
Sergey Sharybin da61c36f2a Revert "Fix/Workaround T44662: Freestyle gives no visual output when the Save Buffers option is enabled"
This reverts commit ab417f31f4.

This workaround caused serious memory corruption issues which is not really acceptable
for the release. We'll be likely sticking to a more limited release when using freestyle
with saved buffers for until proper solution is implemented.

Conflicts:
	source/blender/render/intern/source/pipeline.c
2015-06-17 18:02:02 +02:00

3944 lines
107 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/source/pipeline.c
* \ingroup render
*/
#include <math.h>
#include <limits.h>
#include <string.h>
#include <stdlib.h>
#include <stddef.h>
#include "DNA_image_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
#include "DNA_userdef_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_path_util.h"
#include "BLI_fileops.h"
#include "BLI_threads.h"
#include "BLI_rand.h"
#include "BLI_callbacks.h"
#include "BLF_translation.h"
#include "BKE_animsys.h" /* <------ should this be here?, needed for sequencer update */
#include "BKE_camera.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "BKE_node.h"
#include "BKE_pointcache.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_writeavi.h" /* <------ should be replaced once with generic movie module */
#include "BKE_object.h"
#include "PIL_time.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#ifdef WITH_FREESTYLE
# include "FRS_freestyle.h"
#endif
#include "DEG_depsgraph.h"
/* internal */
#include "render_result.h"
#include "render_types.h"
#include "renderpipeline.h"
#include "renderdatabase.h"
#include "rendercore.h"
#include "initrender.h"
#include "pixelblending.h"
#include "zbuf.h"
/* render flow
*
* 1) Initialize state
* - state data, tables
* - movie/image file init
* - everything that doesn't change during animation
*
* 2) Initialize data
* - camera, world, matrices
* - make render verts, faces, halos, strands
* - everything can change per frame/field
*
* 3) Render Processor
* - multiple layers
* - tiles, rect, baking
* - layers/tiles optionally to disk or directly in Render Result
*
* 4) Composite Render Result
* - also read external files etc
*
* 5) Image Files
* - save file or append in movie
*
*/
/* ********* globals ******** */
/* here we store all renders */
static struct {
ListBase renderlist;
} RenderGlobal = {{NULL, NULL}};
/* hardcopy of current render, used while rendering for speed */
Render R;
/* ********* alloc and free ******** */
static int do_write_image_or_movie(Render *re, Main *bmain, Scene *scene, bMovieHandle *mh, const size_t totvideos, const char *name_override);
static volatile int g_break = 0;
static int thread_break(void *UNUSED(arg))
{
return g_break;
}
/* default callbacks, set in each new render */
static void result_nothing(void *UNUSED(arg), RenderResult *UNUSED(rr)) {}
static void result_rcti_nothing(void *UNUSED(arg), RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect)) {}
static void current_scene_nothing(void *UNUSED(arg), Scene *UNUSED(scene)) {}
static void stats_nothing(void *UNUSED(arg), RenderStats *UNUSED(rs)) {}
static void float_nothing(void *UNUSED(arg), float UNUSED(val)) {}
static int default_break(void *UNUSED(arg)) { return G.is_break == true; }
static void stats_background(void *UNUSED(arg), RenderStats *rs)
{
uintptr_t mem_in_use, mmap_in_use, peak_memory;
float megs_used_memory, mmap_used_memory, megs_peak_memory;
char info_time_str[32];
mem_in_use = MEM_get_memory_in_use();
mmap_in_use = MEM_get_mapped_memory_in_use();
peak_memory = MEM_get_peak_memory();
megs_used_memory = (mem_in_use - mmap_in_use) / (1024.0 * 1024.0);
mmap_used_memory = (mmap_in_use) / (1024.0 * 1024.0);
megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
fprintf(stdout, IFACE_("Fra:%d Mem:%.2fM (%.2fM, Peak %.2fM) "), rs->cfra,
megs_used_memory, mmap_used_memory, megs_peak_memory);
if (rs->curfield)
fprintf(stdout, IFACE_("Field %d "), rs->curfield);
if (rs->curblur)
fprintf(stdout, IFACE_("Blur %d "), rs->curblur);
BLI_timestr(PIL_check_seconds_timer() - rs->starttime, info_time_str, sizeof(info_time_str));
fprintf(stdout, IFACE_("| Time:%s | "), info_time_str);
if (rs->infostr) {
fprintf(stdout, "%s", rs->infostr);
}
else {
if (rs->tothalo)
fprintf(stdout, IFACE_("Sce: %s Ve:%d Fa:%d Ha:%d La:%d"),
rs->scene_name, rs->totvert, rs->totface, rs->tothalo, rs->totlamp);
else
fprintf(stdout, IFACE_("Sce: %s Ve:%d Fa:%d La:%d"), rs->scene_name, rs->totvert, rs->totface, rs->totlamp);
}
/* Flush stdout to be sure python callbacks are printing stuff after blender. */
fflush(stdout);
BLI_callback_exec(G.main, NULL, BLI_CB_EVT_RENDER_STATS);
fputc('\n', stdout);
fflush(stdout);
}
void RE_FreeRenderResult(RenderResult *res)
{
render_result_free(res);
}
float *RE_RenderLayerGetPass(volatile RenderLayer *rl, int passtype, const char *viewname)
{
RenderPass *rpass = RE_pass_find_by_type(rl, passtype, viewname);
return rpass ? rpass->rect : NULL;
}
RenderLayer *RE_GetRenderLayer(RenderResult *rr, const char *name)
{
if (rr == NULL) {
return NULL;
}
else {
return BLI_findstring(&rr->layers, name, offsetof(RenderLayer, name));
}
}
RenderResult *RE_MultilayerConvert(void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty)
{
return render_result_new_from_exr(exrhandle, colorspace, predivide, rectx, recty);
}
RenderLayer *render_get_active_layer(Render *re, RenderResult *rr)
{
RenderLayer *rl = BLI_findlink(&rr->layers, re->r.actlay);
if (rl)
return rl;
else
return rr->layers.first;
}
static int render_scene_needs_vector(Render *re)
{
SceneRenderLayer *srl;
for (srl = re->r.layers.first; srl; srl = srl->next)
if (!(srl->layflag & SCE_LAY_DISABLE))
if (srl->passflag & SCE_PASS_VECTOR)
return 1;
return 0;
}
static bool render_scene_has_layers_to_render(Scene *scene)
{
SceneRenderLayer *srl;
for (srl = scene->r.layers.first; srl; srl = srl->next) {
if (!(srl->layflag & SCE_LAY_DISABLE)) {
return true;
}
}
return false;
}
/* *************************************************** */
Render *RE_GetRender(const char *name)
{
Render *re;
/* search for existing renders */
for (re = RenderGlobal.renderlist.first; re; re = re->next)
if (STREQLEN(re->name, name, RE_MAXNAME))
break;
return re;
}
/* if you want to know exactly what has been done */
RenderResult *RE_AcquireResultRead(Render *re)
{
if (re) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_READ);
return re->result;
}
return NULL;
}
RenderResult *RE_AcquireResultWrite(Render *re)
{
if (re) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
return re->result;
}
return NULL;
}
void RE_SwapResult(Render *re, RenderResult **rr)
{
/* for keeping render buffers */
if (re) {
SWAP(RenderResult *, re->result, *rr);
}
}
void RE_ReleaseResult(Render *re)
{
if (re)
BLI_rw_mutex_unlock(&re->resultmutex);
}
/* displist.c util.... */
Scene *RE_GetScene(Render *re)
{
if (re)
return re->scene;
return NULL;
}
/**
* Same as #RE_AcquireResultImage but creating the necessary views to store the result
* fill provided result struct with a copy of thew views of what is done so far the
* #RenderResult.views #ListBase needs to be freed after with #RE_ReleaseResultImageViews
*/
void RE_AcquireResultImageViews(Render *re, RenderResult *rr)
{
memset(rr, 0, sizeof(RenderResult));
if (re) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_READ);
if (re->result) {
RenderLayer *rl;
RenderView *rv, *rview;
rr->rectx = re->result->rectx;
rr->recty = re->result->recty;
/* creates a temporary duplication of views */
render_result_views_shallowcopy(rr, re->result);
rv = rr->views.first;
rr->have_combined = (rv->rectf != NULL);
/* active layer */
rl = render_get_active_layer(re, re->result);
if (rl) {
if (rv->rectf == NULL) {
for (rview = (RenderView *)rr->views.first; rview; rview = rview->next) {
rview->rectf = RE_RenderLayerGetPass(rl, SCE_PASS_COMBINED, rview->name);
}
}
if (rv->rectz == NULL) {
for (rview = (RenderView *)rr->views.first; rview; rview = rview->next) {
rview->rectz = RE_RenderLayerGetPass(rl, SCE_PASS_Z, rview->name);
}
}
}
rr->layers = re->result->layers;
rr->xof = re->disprect.xmin;
rr->yof = re->disprect.ymin;
rr->stamp_data = re->result->stamp_data;
}
}
}
/* clear temporary renderresult struct */
void RE_ReleaseResultImageViews(Render *re, RenderResult *rr)
{
if (re) {
if (rr) {
render_result_views_shallowdelete(rr);
}
BLI_rw_mutex_unlock(&re->resultmutex);
}
}
/* fill provided result struct with what's currently active or done */
/* this RenderResult struct is the only exception to the rule of a RenderResult */
/* always having at least one RenderView */
void RE_AcquireResultImage(Render *re, RenderResult *rr, const int view_id)
{
memset(rr, 0, sizeof(RenderResult));
if (re) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_READ);
if (re->result) {
RenderLayer *rl;
RenderView *rv;
rr->rectx = re->result->rectx;
rr->recty = re->result->recty;
/* actview view */
rv = RE_RenderViewGetById(re->result, view_id);
rr->rectf = rv->rectf;
rr->rectz = rv->rectz;
rr->rect32 = rv->rect32;
/* active layer */
rl = render_get_active_layer(re, re->result);
if (rl) {
if (rv->rectf == NULL)
rr->rectf = RE_RenderLayerGetPass(rl, SCE_PASS_COMBINED, rv->name);
if (rv->rectz == NULL)
rr->rectz = RE_RenderLayerGetPass(rl, SCE_PASS_Z, rv->name);
}
rr->have_combined = (rv->rectf != NULL);
rr->layers = re->result->layers;
rr->views = re->result->views;
rr->xof = re->disprect.xmin;
rr->yof = re->disprect.ymin;
}
}
}
void RE_ReleaseResultImage(Render *re)
{
if (re)
BLI_rw_mutex_unlock(&re->resultmutex);
}
/* caller is responsible for allocating rect in correct size! */
void RE_ResultGet32(Render *re, unsigned int *rect)
{
RenderResult rres;
const size_t view_id = BKE_scene_multiview_view_id_get(&re->r, re->viewname);
RE_AcquireResultImageViews(re, &rres);
render_result_rect_get_pixels(&rres, rect, re->rectx, re->recty, &re->scene->view_settings, &re->scene->display_settings, view_id);
RE_ReleaseResultImageViews(re, &rres);
}
/* caller is responsible for allocating rect in correct size! */
/* Only for acquired results, for lock */
void RE_AcquiredResultGet32(Render *re, RenderResult *result, unsigned int *rect, const int view_id)
{
render_result_rect_get_pixels(result, rect, re->rectx, re->recty, &re->scene->view_settings, &re->scene->display_settings, view_id);
}
RenderStats *RE_GetStats(Render *re)
{
return &re->i;
}
Render *RE_NewRender(const char *name)
{
Render *re;
/* only one render per name exists */
re = RE_GetRender(name);
if (re == NULL) {
/* new render data struct */
re = MEM_callocN(sizeof(Render), "new render");
BLI_addtail(&RenderGlobal.renderlist, re);
BLI_strncpy(re->name, name, RE_MAXNAME);
BLI_rw_mutex_init(&re->resultmutex);
BLI_rw_mutex_init(&re->partsmutex);
re->eval_ctx = DEG_evaluation_context_new(DAG_EVAL_RENDER);
}
RE_InitRenderCB(re);
/* init some variables */
re->ycor = 1.0f;
return re;
}
/* called for new renders and when finishing rendering so
* we always have valid callbacks on a render */
void RE_InitRenderCB(Render *re)
{
/* set default empty callbacks */
re->display_init = result_nothing;
re->display_clear = result_nothing;
re->display_update = result_rcti_nothing;
re->current_scene_update = current_scene_nothing;
re->progress = float_nothing;
re->test_break = default_break;
if (G.background)
re->stats_draw = stats_background;
else
re->stats_draw = stats_nothing;
/* clear callback handles */
re->dih = re->dch = re->duh = re->sdh = re->prh = re->tbh = NULL;
}
/* only call this while you know it will remove the link too */
void RE_FreeRender(Render *re)
{
if (re->engine)
RE_engine_free(re->engine);
BLI_rw_mutex_end(&re->resultmutex);
BLI_rw_mutex_end(&re->partsmutex);
BLI_freelistN(&re->r.layers);
BLI_freelistN(&re->r.views);
/* main dbase can already be invalid now, some database-free code checks it */
re->main = NULL;
re->scene = NULL;
RE_Database_Free(re); /* view render can still have full database */
free_sample_tables(re);
render_result_free(re->result);
render_result_free(re->pushedresult);
BLI_remlink(&RenderGlobal.renderlist, re);
MEM_freeN(re->eval_ctx);
MEM_freeN(re);
}
/* exit blender */
void RE_FreeAllRender(void)
{
while (RenderGlobal.renderlist.first) {
RE_FreeRender(RenderGlobal.renderlist.first);
}
#ifdef WITH_FREESTYLE
/* finalize Freestyle */
FRS_exit();
#endif
}
/* on file load, free all re */
void RE_FreeAllRenderResults(void)
{
Render *re;
for (re = RenderGlobal.renderlist.first; re; re = re->next) {
render_result_free(re->result);
render_result_free(re->pushedresult);
re->result = NULL;
re->pushedresult = NULL;
}
}
void RE_FreePersistentData(void)
{
Render *re;
/* render engines can be kept around for quick re-render, this clears all */
for (re = RenderGlobal.renderlist.first; re; re = re->next) {
if (re->engine) {
/* if engine is currently rendering, just tag it to be freed when render is finished */
if (!(re->engine->flag & RE_ENGINE_RENDERING))
RE_engine_free(re->engine);
re->engine = NULL;
}
}
}
/* ********* initialize state ******** */
/* clear full sample and tile flags if needed */
static int check_mode_full_sample(RenderData *rd)
{
int scemode = rd->scemode;
if (!STREQ(rd->engine, RE_engine_id_BLENDER_RENDER) &&
!STREQ(rd->engine, RE_engine_id_BLENDER_GAME))
{
scemode &= ~R_FULL_SAMPLE;
}
if ((rd->mode & R_OSA) == 0)
scemode &= ~R_FULL_SAMPLE;
#ifdef WITH_OPENEXR
if (scemode & R_FULL_SAMPLE)
scemode |= R_EXR_TILE_FILE; /* enable automatic */
/* Until use_border is made compatible with save_buffers/full_sample, render without the later instead of not rendering at all.*/
if (rd->mode & R_BORDER) {
scemode &= ~(R_EXR_TILE_FILE | R_FULL_SAMPLE);
}
#else
/* can't do this without openexr support */
scemode &= ~(R_EXR_TILE_FILE | R_FULL_SAMPLE);
#endif
return scemode;
}
static void re_init_resolution(Render *re, Render *source,
int winx, int winy, rcti *disprect)
{
re->winx = winx;
re->winy = winy;
if (source && (source->r.mode & R_BORDER)) {
/* eeh, doesn't seem original bordered disprect is storing anywhere
* after insertion on black happening in do_render_fields_blur_3d(),
* so for now simply re-calculate disprect using border from source
* renderer (sergey)
*/
re->disprect.xmin = source->r.border.xmin * winx;
re->disprect.xmax = source->r.border.xmax * winx;
re->disprect.ymin = source->r.border.ymin * winy;
re->disprect.ymax = source->r.border.ymax * winy;
re->rectx = BLI_rcti_size_x(&re->disprect);
re->recty = BLI_rcti_size_y(&re->disprect);
/* copy border itself, since it could be used by external engines */
re->r.border = source->r.border;
}
else if (disprect) {
re->disprect = *disprect;
re->rectx = BLI_rcti_size_x(&re->disprect);
re->recty = BLI_rcti_size_y(&re->disprect);
}
else {
re->disprect.xmin = re->disprect.ymin = 0;
re->disprect.xmax = winx;
re->disprect.ymax = winy;
re->rectx = winx;
re->recty = winy;
}
/* we clip faces with a minimum of 2 pixel boundary outside of image border. see zbuf.c */
re->clipcrop = 1.0f + 2.0f / (float)(re->winx > re->winy ? re->winy : re->winx);
}
/* what doesn't change during entire render sequence */
/* disprect is optional, if NULL it assumes full window render */
void RE_InitState(Render *re, Render *source, RenderData *rd,
SceneRenderLayer *srl,
int winx, int winy, rcti *disprect)
{
bool had_freestyle = (re->r.mode & R_EDGE_FRS) != 0;
re->ok = true; /* maybe flag */
re->i.starttime = PIL_check_seconds_timer();
/* copy render data and render layers for thread safety */
BLI_freelistN(&re->r.layers);
BLI_freelistN(&re->r.views);
re->r = *rd;
BLI_duplicatelist(&re->r.layers, &rd->layers);
BLI_duplicatelist(&re->r.views, &rd->views);
if (source) {
/* reuse border flags from source renderer */
re->r.mode &= ~(R_BORDER | R_CROP);
re->r.mode |= source->r.mode & (R_BORDER | R_CROP);
/* dimensions shall be shared between all renderers */
re->r.xsch = source->r.xsch;
re->r.ysch = source->r.ysch;
re->r.size = source->r.size;
}
re_init_resolution(re, source, winx, winy, disprect);
if (re->rectx < 1 || re->recty < 1 || (BKE_imtype_is_movie(rd->im_format.imtype) &&
(re->rectx < 16 || re->recty < 16) ))
{
BKE_report(re->reports, RPT_ERROR, "Image too small");
re->ok = 0;
return;
}
re->r.scemode = check_mode_full_sample(&re->r);
/* fullsample wants uniform osa levels */
if (source && (re->r.scemode & R_FULL_SAMPLE)) {
/* but, if source has no full sample we disable it */
if ((source->r.scemode & R_FULL_SAMPLE) == 0)
re->r.scemode &= ~R_FULL_SAMPLE;
else
re->r.osa = re->osa = source->osa;
}
else {
/* check state variables, osa? */
if (re->r.mode & (R_OSA)) {
re->osa = re->r.osa;
if (re->osa > 16) re->osa = 16;
}
else re->osa = 0;
}
if (srl) {
int index = BLI_findindex(&rd->layers, srl);
if (index != -1) {
re->r.actlay = index;
re->r.scemode |= R_SINGLE_LAYER;
}
}
/* always call, checks for gamma, gamma tables and jitter too */
make_sample_tables(re);
/* if preview render, we try to keep old result */
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
if (re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW)) {
if (had_freestyle || (re->r.mode & R_EDGE_FRS)) {
/* freestyle manipulates render layers so always have to free */
render_result_free(re->result);
re->result = NULL;
}
else if (re->result) {
SceneRenderLayer *actsrl = BLI_findlink(&re->r.layers, re->r.actlay);
RenderLayer *rl;
bool have_layer = false;
for (rl = re->result->layers.first; rl; rl = rl->next)
if (STREQ(rl->name, actsrl->name))
have_layer = true;
if (re->result->rectx == re->rectx && re->result->recty == re->recty &&
have_layer)
{
/* keep render result, this avoids flickering black tiles
* when the preview changes */
}
else {
/* free because resolution changed */
render_result_free(re->result);
re->result = NULL;
}
}
}
else {
/* make empty render result, so display callbacks can initialize */
render_result_free(re->result);
re->result = MEM_callocN(sizeof(RenderResult), "new render result");
re->result->rectx = re->rectx;
re->result->recty = re->recty;
render_result_view_new(re->result, "new temporary view");
}
if (re->r.scemode & R_VIEWPORT_PREVIEW)
re->eval_ctx->mode = DAG_EVAL_PREVIEW;
else
re->eval_ctx->mode = DAG_EVAL_RENDER;
/* ensure renderdatabase can use part settings correct */
RE_parts_clamp(re);
BLI_rw_mutex_unlock(&re->resultmutex);
re->mblur_offs = re->field_offs = 0.f;
RE_init_threadcount(re);
}
/* This function is only called by view3d rendering, which doesn't support
* multiview at the moment. so handle only one view here */
static void render_result_rescale(Render *re)
{
RenderResult *result = re->result;
RenderView *rv;
int x, y;
float scale_x, scale_y;
float *src_rectf;
rv = RE_RenderViewGetById(result, 0);
src_rectf = rv->rectf;
if (src_rectf == NULL) {
RenderLayer *rl = render_get_active_layer(re, re->result);
if (rl != NULL) {
src_rectf = RE_RenderLayerGetPass(rl, SCE_PASS_COMBINED, NULL);
}
}
if (src_rectf != NULL) {
float *dst_rectf = NULL;
re->result = render_result_new(re,
&re->disprect,
0,
RR_USE_MEM,
RR_ALL_LAYERS,
"");
if (re->result != NULL) {
dst_rectf = RE_RenderViewGetById(re->result, 0)->rectf;
if (dst_rectf == NULL) {
RenderLayer *rl;
rl = render_get_active_layer(re, re->result);
if (rl != NULL) {
dst_rectf = RE_RenderLayerGetPass(rl, SCE_PASS_COMBINED, NULL);
}
}
scale_x = (float) result->rectx / re->result->rectx;
scale_y = (float) result->recty / re->result->recty;
for (x = 0; x < re->result->rectx; ++x) {
for (y = 0; y < re->result->recty; ++y) {
int src_x = x * scale_x;
int src_y = y * scale_y;
int dst_index = y * re->result->rectx + x;
int src_index = src_y * result->rectx + src_x;
copy_v4_v4(dst_rectf + dst_index * 4,
src_rectf + src_index * 4);
}
}
}
render_result_free(result);
}
}
void RE_ChangeResolution(Render *re, int winx, int winy, rcti *disprect)
{
re_init_resolution(re, NULL, winx, winy, disprect);
RE_parts_clamp(re);
if (re->result) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_rescale(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
}
/* TODO(sergey): This is a bit hackish, used to temporary disable freestyle when
* doing viewport render. Needs some better integration of BI viewport rendering
* into the pipeline.
*/
void RE_ChangeModeFlag(Render *re, int flag, bool clear)
{
if (clear) {
re->r.mode &= ~flag;
}
else {
re->r.mode |= flag;
}
}
/* update some variables that can be animated, and otherwise wouldn't be due to
* RenderData getting copied once at the start of animation render */
void render_update_anim_renderdata(Render *re, RenderData *rd)
{
/* filter */
re->r.gauss = rd->gauss;
/* motion blur */
re->r.mblur_samples = rd->mblur_samples;
re->r.blurfac = rd->blurfac;
/* freestyle */
re->r.line_thickness_mode = rd->line_thickness_mode;
re->r.unit_line_thickness = rd->unit_line_thickness;
/* render layers */
BLI_freelistN(&re->r.layers);
BLI_duplicatelist(&re->r.layers, &rd->layers);
/* render views */
BLI_freelistN(&re->r.views);
BLI_duplicatelist(&re->r.views, &rd->views);
}
void RE_SetWindow(Render *re, rctf *viewplane, float clipsta, float clipend)
{
/* re->ok flag? */
re->viewplane = *viewplane;
re->clipsta = clipsta;
re->clipend = clipend;
re->r.mode &= ~R_ORTHO;
perspective_m4(re->winmat,
re->viewplane.xmin, re->viewplane.xmax,
re->viewplane.ymin, re->viewplane.ymax, re->clipsta, re->clipend);
}
void RE_SetOrtho(Render *re, rctf *viewplane, float clipsta, float clipend)
{
/* re->ok flag? */
re->viewplane = *viewplane;
re->clipsta = clipsta;
re->clipend = clipend;
re->r.mode |= R_ORTHO;
orthographic_m4(re->winmat,
re->viewplane.xmin, re->viewplane.xmax,
re->viewplane.ymin, re->viewplane.ymax, re->clipsta, re->clipend);
}
void RE_SetView(Render *re, float mat[4][4])
{
/* re->ok flag? */
copy_m4_m4(re->viewmat, mat);
invert_m4_m4(re->viewinv, re->viewmat);
}
void RE_GetViewPlane(Render *re, rctf *viewplane, rcti *disprect)
{
*viewplane = re->viewplane;
/* make disprect zero when no border render, is needed to detect changes in 3d view render */
if (re->r.mode & R_BORDER)
*disprect = re->disprect;
else
BLI_rcti_init(disprect, 0, 0, 0, 0);
}
void RE_GetView(Render *re, float mat[4][4])
{
copy_m4_m4(mat, re->viewmat);
}
/* image and movie output has to move to either imbuf or kernel */
void RE_display_init_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr))
{
re->display_init = f;
re->dih = handle;
}
void RE_display_clear_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr))
{
re->display_clear = f;
re->dch = handle;
}
void RE_display_update_cb(Render *re, void *handle, void (*f)(void *handle, RenderResult *rr, volatile rcti *rect))
{
re->display_update = f;
re->duh = handle;
}
void RE_current_scene_update_cb(Render *re, void *handle, void (*f)(void *handle, Scene *scene))
{
re->current_scene_update = f;
re->suh = handle;
}
void RE_stats_draw_cb(Render *re, void *handle, void (*f)(void *handle, RenderStats *rs))
{
re->stats_draw = f;
re->sdh = handle;
}
void RE_progress_cb(Render *re, void *handle, void (*f)(void *handle, float))
{
re->progress = f;
re->prh = handle;
}
void RE_draw_lock_cb(Render *re, void *handle, void (*f)(void *handle, int i))
{
re->draw_lock = f;
re->dlh = handle;
}
void RE_test_break_cb(Render *re, void *handle, int (*f)(void *handle))
{
re->test_break = f;
re->tbh = handle;
}
/* ********* add object data (later) ******** */
/* object is considered fully prepared on correct time etc */
/* includes lights */
#if 0
void RE_AddObject(Render *UNUSED(re), Object *UNUSED(ob))
{
}
#endif
/* *************************************** */
static int render_display_update_enabled(Render *re)
{
/* don't show preprocess for previewrender sss */
if (re->sss_points)
return !(re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW));
else
return 1;
}
/* the main thread call, renders an entire part */
static void *do_part_thread(void *pa_v)
{
RenderPart *pa = pa_v;
pa->status = PART_STATUS_IN_PROGRESS;
/* need to return nicely all parts on esc */
if (R.test_break(R.tbh) == 0) {
if (!R.sss_points && (R.r.scemode & R_FULL_SAMPLE))
pa->result = render_result_new_full_sample(&R, &pa->fullresult, &pa->disprect, pa->crop, RR_USE_MEM, R.viewname);
else
pa->result = render_result_new(&R, &pa->disprect, pa->crop, RR_USE_MEM, RR_ALL_LAYERS, R.viewname);
/* Copy EXR tile settings, so pipeline knows whether this is a result
* for Save Buffers enabled rendering.
*
* TODO(sergey): This actually duplicates logic with external engine, so
* worth looking into more generic solution.
*/
pa->result->do_exr_tile = R.result->do_exr_tile;
if (R.sss_points)
zbufshade_sss_tile(pa);
else if (R.osa)
zbufshadeDA_tile(pa);
else
zbufshade_tile(pa);
/* we do actually write pixels, but don't allocate/deallocate anything,
* so it is safe with other threads reading at the same time */
BLI_rw_mutex_lock(&R.resultmutex, THREAD_LOCK_READ);
/* merge too on break! */
if (R.result->do_exr_tile) {
render_result_exr_file_merge(R.result, pa->result, R.viewname);
}
else if (render_display_update_enabled(&R)) {
/* on break, don't merge in result for preview renders, looks nicer */
if (R.test_break(R.tbh) && (R.r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))) {
/* pass */
}
else {
render_result_merge(R.result, pa->result);
}
}
BLI_rw_mutex_unlock(&R.resultmutex);
}
pa->status = PART_STATUS_READY;
return NULL;
}
/* calculus for how much 1 pixel rendered should rotate the 3d geometry */
/* is not that simple, needs to be corrected for errors of larger viewplane sizes */
/* called in initrender.c, RE_parts_init() and convertblender.c, for speedvectors */
float panorama_pixel_rot(Render *re)
{
float psize, phi, xfac;
float borderfac = (float)BLI_rcti_size_x(&re->disprect) / (float)re->winx;
int xparts = (re->rectx + re->partx - 1) / re->partx;
/* size of 1 pixel mapped to viewplane coords */
psize = BLI_rctf_size_x(&re->viewplane) / (float)re->winx;
/* angle of a pixel */
phi = atan(psize / re->clipsta);
/* correction factor for viewplane shifting, first calculate how much the viewplane angle is */
xfac = borderfac * BLI_rctf_size_x(&re->viewplane) / (float)xparts;
xfac = atan(0.5f * xfac / re->clipsta);
/* and how much the same viewplane angle is wrapped */
psize = 0.5f * phi * ((float)re->partx);
/* the ratio applied to final per-pixel angle */
phi *= xfac / psize;
return phi;
}
/* for panorama, we render per Y slice, and update
* camera parameters when we go the next slice */
static bool find_next_pano_slice(Render *re, int *slice, int *minx, rctf *viewplane)
{
RenderPart *pa, *best = NULL;
bool found = false;
*minx = re->winx;
if (!(re->r.mode & R_PANORAMA)) {
/* for regular render, just one 'slice' */
found = (*slice == 0);
(*slice)++;
return found;
}
/* most left part of the non-rendering parts */
for (pa = re->parts.first; pa; pa = pa->next) {
if (pa->status == PART_STATUS_NONE && pa->nr == 0) {
if (pa->disprect.xmin < *minx) {
found = true;
best = pa;
*minx = pa->disprect.xmin;
}
}
}
if (best) {
float phi = panorama_pixel_rot(re);
R.panodxp = (re->winx - (best->disprect.xmin + best->disprect.xmax) ) / 2;
R.panodxv = (BLI_rctf_size_x(viewplane) * R.panodxp) / (float)(re->winx);
/* shift viewplane */
R.viewplane.xmin = viewplane->xmin + R.panodxv;
R.viewplane.xmax = viewplane->xmax + R.panodxv;
RE_SetWindow(re, &R.viewplane, R.clipsta, R.clipend);
copy_m4_m4(R.winmat, re->winmat);
/* rotate database according to part coordinates */
project_renderdata(re, projectverto, 1, -R.panodxp * phi, 1);
R.panosi = sinf(R.panodxp * phi);
R.panoco = cosf(R.panodxp * phi);
}
(*slice)++;
return found;
}
typedef struct SortRenderPart {
RenderPart *pa;
long long int dist;
} SortRenderPart;
static int sort_render_part(const void *pa1, const void *pa2) {
const SortRenderPart *rpa1 = pa1;
const SortRenderPart *rpa2 = pa2;
if (rpa1->dist > rpa2->dist) return 1;
else if (rpa1->dist < rpa2->dist) return -1;
return 0;
}
static int sort_and_queue_parts(Render *re, int minx, ThreadQueue *workqueue)
{
RenderPart *pa;
/* long long int's needed because of overflow [#24414] */
long long int centx = re->winx / 2, centy = re->winy / 2, tot = 1;
int totsort = 0;
/* find center of rendered parts, image center counts for 1 too */
for (pa = re->parts.first; pa; pa = pa->next) {
if (pa->status == PART_STATUS_READY) {
centx += BLI_rcti_cent_x(&pa->disprect);
centy += BLI_rcti_cent_y(&pa->disprect);
tot++;
}
else if (pa->status == PART_STATUS_NONE && pa->nr == 0) {
if (!(re->r.mode & R_PANORAMA) || pa->disprect.xmin == minx) {
totsort++;
}
}
}
centx /= tot;
centy /= tot;
if (totsort > 0) {
SortRenderPart *sortlist = MEM_mallocN(sizeof(*sortlist) * totsort, "renderpartsort");
long int i = 0;
/* prepare the list */
for (pa = re->parts.first; pa; pa = pa->next) {
if (pa->status == PART_STATUS_NONE && pa->nr == 0) {
if (!(re->r.mode & R_PANORAMA) || pa->disprect.xmin == minx) {
long long int distx = centx - BLI_rcti_cent_x(&pa->disprect);
long long int disty = centy - BLI_rcti_cent_y(&pa->disprect);
sortlist[i].dist = (long long int)sqrt(distx * distx + disty * disty);
sortlist[i].pa = pa;
i++;
}
}
}
/* Now sort it */
qsort(sortlist, totsort, sizeof(*sortlist), sort_render_part);
/* Finally flush it to the workqueue */
for (i = 0; i < totsort; i++) {
pa = sortlist[i].pa;
pa->nr = i + 1; /* for nicest part, and for stats */
BLI_thread_queue_push(workqueue, pa);
}
MEM_freeN(sortlist);
return totsort;
}
return 0;
}
static void print_part_stats(Render *re, RenderPart *pa)
{
char str[64];
BLI_snprintf(str, sizeof(str), IFACE_("%s, Part %d-%d"), re->scene->id.name + 2, pa->nr, re->i.totpart);
re->i.infostr = str;
re->stats_draw(re->sdh, &re->i);
re->i.infostr = NULL;
}
typedef struct RenderThread {
ThreadQueue *workqueue;
ThreadQueue *donequeue;
int number;
void (*display_update)(void *handle, RenderResult *rr, volatile rcti *rect);
void *duh;
} RenderThread;
static void *do_render_thread(void *thread_v)
{
RenderThread *thread = thread_v;
RenderPart *pa;
while ((pa = BLI_thread_queue_pop(thread->workqueue))) {
pa->thread = thread->number;
do_part_thread(pa);
if (thread->display_update) {
thread->display_update(thread->duh, pa->result, NULL);
}
BLI_thread_queue_push(thread->donequeue, pa);
if (R.test_break(R.tbh))
break;
}
return NULL;
}
static void main_render_result_end(Render *re)
{
if (re->result->do_exr_tile) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_exr_file_end(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
if (re->r.scemode & R_EXR_CACHE_FILE) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_exr_file_cache_write(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
}
static void main_render_result_new(Render *re)
{
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
/* first step; free the entire render result, make new, and/or prepare exr buffer saving */
if (re->result == NULL || !(re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))) {
render_result_free(re->result);
if (re->sss_points && render_display_update_enabled(re))
re->result = render_result_new(re, &re->disprect, 0, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
else if (re->r.scemode & R_FULL_SAMPLE)
re->result = render_result_new_full_sample(re, &re->fullresult, &re->disprect, 0, RR_USE_EXR, RR_ALL_VIEWS);
else
re->result = render_result_new(re, &re->disprect, 0,
(re->r.scemode & R_EXR_TILE_FILE) ? RR_USE_EXR : RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
}
BLI_rw_mutex_unlock(&re->resultmutex);
if (re->result->do_exr_tile)
render_result_exr_file_begin(re);
}
static void threaded_tile_processor(Render *re)
{
RenderThread thread[BLENDER_MAX_THREADS];
ThreadQueue *workqueue, *donequeue;
ListBase threads;
RenderPart *pa;
rctf viewplane = re->viewplane;
double lastdraw, elapsed, redrawtime = 1.0f;
int totpart = 0, minx = 0, slice = 0, a, wait;
if (re->result == NULL)
return;
/* warning; no return here without closing exr file */
RE_parts_init(re, true);
/* assuming no new data gets added to dbase... */
R = *re;
/* set threadsafe break */
R.test_break = thread_break;
/* create and fill work queue */
workqueue = BLI_thread_queue_init();
donequeue = BLI_thread_queue_init();
/* for panorama we loop over slices */
while (find_next_pano_slice(re, &slice, &minx, &viewplane)) {
/* gather parts into queue */
totpart = sort_and_queue_parts(re, minx, workqueue);
BLI_thread_queue_nowait(workqueue);
/* start all threads */
BLI_init_threads(&threads, do_render_thread, re->r.threads);
for (a = 0; a < re->r.threads; a++) {
thread[a].workqueue = workqueue;
thread[a].donequeue = donequeue;
thread[a].number = a;
if (render_display_update_enabled(re)) {
thread[a].display_update = re->display_update;
thread[a].duh = re->duh;
}
else {
thread[a].display_update = NULL;
thread[a].duh = NULL;
}
BLI_insert_thread(&threads, &thread[a]);
}
/* wait for results to come back */
lastdraw = PIL_check_seconds_timer();
while (1) {
elapsed = PIL_check_seconds_timer() - lastdraw;
wait = (redrawtime - elapsed)*1000;
/* handle finished part */
if ((pa=BLI_thread_queue_pop_timeout(donequeue, wait))) {
if (pa->result) {
print_part_stats(re, pa);
render_result_free_list(&pa->fullresult, pa->result);
pa->result = NULL;
re->i.partsdone++;
re->progress(re->prh, re->i.partsdone / (float)re->i.totpart);
}
totpart--;
}
/* check for render cancel */
if ((g_break=re->test_break(re->tbh)))
break;
/* or done with parts */
if (totpart == 0)
break;
/* redraw in progress parts */
elapsed = PIL_check_seconds_timer() - lastdraw;
if (elapsed > redrawtime) {
if (render_display_update_enabled(re))
for (pa = re->parts.first; pa; pa = pa->next)
if ((pa->status == PART_STATUS_IN_PROGRESS) && pa->nr && pa->result)
re->display_update(re->duh, pa->result, &pa->result->renrect);
lastdraw = PIL_check_seconds_timer();
}
}
BLI_end_threads(&threads);
if ((g_break=re->test_break(re->tbh)))
break;
}
if (g_break) {
/* review the done queue and handle all the render parts,
* so no unfreed render result are lurking around
*/
BLI_thread_queue_nowait(donequeue);
while ((pa = BLI_thread_queue_pop(donequeue))) {
if (pa->result) {
render_result_free_list(&pa->fullresult, pa->result);
pa->result = NULL;
}
}
}
BLI_thread_queue_free(donequeue);
BLI_thread_queue_free(workqueue);
if (re->result->do_exr_tile) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_save_empty_result_tiles(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
/* unset threadsafety */
g_break = 0;
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
RE_parts_free(re);
BLI_rw_mutex_unlock(&re->partsmutex);
re->viewplane = viewplane; /* restore viewplane, modified by pano render */
}
#ifdef WITH_FREESTYLE
static void init_freestyle(Render *re);
static void add_freestyle(Render *re, int render);
static void free_all_freestyle_renders(void);
#endif
/* currently only called by preview renders and envmap */
void RE_TileProcessor(Render *re)
{
main_render_result_new(re);
threaded_tile_processor(re);
re->i.lastframetime = PIL_check_seconds_timer() - re->i.starttime;
re->stats_draw(re->sdh, &re->i);
#ifdef WITH_FREESTYLE
/* Freestyle */
if (re->r.mode & R_EDGE_FRS) {
if (!re->test_break(re->tbh)) {
init_freestyle(re);
add_freestyle(re, 1);
free_all_freestyle_renders();
re->i.lastframetime = PIL_check_seconds_timer() - re->i.starttime;
re->stats_draw(re->sdh, &re->i);
}
}
#endif
}
/* ************ This part uses API, for rendering Blender scenes ********** */
static void do_render_3d(Render *re)
{
RenderView *rv;
int cfra_backup;
re->current_scene_update(re->suh, re->scene);
/* try external */
if (RE_engine_render(re, 0))
return;
/* internal */
RE_parts_clamp(re);
/* add motion blur and fields offset to frames */
cfra_backup = re->scene->r.cfra;
BKE_scene_frame_set(re->scene, (double)re->scene->r.cfra + (double)re->mblur_offs + (double)re->field_offs);
/* init main render result */
main_render_result_new(re);
#ifdef WITH_FREESTYLE
if (re->r.mode & R_EDGE_FRS) {
init_freestyle(re);
}
#endif
/* we need a new database for each view */
for (rv = re->result->views.first; rv; rv = rv->next) {
RE_SetActiveRenderView(re, rv->name);
/* lock drawing in UI during data phase */
if (re->draw_lock)
re->draw_lock(re->dlh, 1);
/* make render verts/faces/halos/lamps */
if (render_scene_needs_vector(re))
RE_Database_FromScene_Vectors(re, re->main, re->scene, re->lay);
else {
RE_Database_FromScene(re, re->main, re->scene, re->lay, 1);
RE_Database_Preprocess(re);
}
/* clear UI drawing locks */
if (re->draw_lock)
re->draw_lock(re->dlh, 0);
threaded_tile_processor(re);
#ifdef WITH_FREESTYLE
/* Freestyle */
if (re->r.mode & R_EDGE_FRS)
if (!re->test_break(re->tbh))
add_freestyle(re, 1);
#endif
/* do left-over 3d post effects (flares) */
if (re->flag & R_HALO)
if (!re->test_break(re->tbh))
add_halo_flare(re);
/* free all render verts etc */
RE_Database_Free(re);
}
main_render_result_end(re);
re->scene->r.cfra = cfra_backup;
re->scene->r.subframe = 0.f;
}
/* called by blur loop, accumulate RGBA key alpha */
static void addblur_rect_key(RenderResult *rr, float *rectf, float *rectf1, float blurfac)
{
float mfac = 1.0f - blurfac;
int a, b, stride = 4 * rr->rectx;
int len = stride * sizeof(float);
for (a = 0; a < rr->recty; a++) {
if (blurfac == 1.0f) {
memcpy(rectf, rectf1, len);
}
else {
float *rf = rectf, *rf1 = rectf1;
for (b = rr->rectx; b > 0; b--, rf += 4, rf1 += 4) {
if (rf1[3] < 0.01f)
rf[3] = mfac * rf[3];
else if (rf[3] < 0.01f) {
rf[0] = rf1[0];
rf[1] = rf1[1];
rf[2] = rf1[2];
rf[3] = blurfac * rf1[3];
}
else {
rf[0] = mfac * rf[0] + blurfac * rf1[0];
rf[1] = mfac * rf[1] + blurfac * rf1[1];
rf[2] = mfac * rf[2] + blurfac * rf1[2];
rf[3] = mfac * rf[3] + blurfac * rf1[3];
}
}
}
rectf += stride;
rectf1 += stride;
}
}
/* called by blur loop, accumulate renderlayers */
static void addblur_rect(RenderResult *rr, float *rectf, float *rectf1, float blurfac, int channels)
{
float mfac = 1.0f - blurfac;
int a, b, stride = channels * rr->rectx;
int len = stride * sizeof(float);
for (a = 0; a < rr->recty; a++) {
if (blurfac == 1.0f) {
memcpy(rectf, rectf1, len);
}
else {
float *rf = rectf, *rf1 = rectf1;
for (b = rr->rectx * channels; b > 0; b--, rf++, rf1++) {
rf[0] = mfac * rf[0] + blurfac * rf1[0];
}
}
rectf += stride;
rectf1 += stride;
}
}
/* called by blur loop, accumulate renderlayers */
static void merge_renderresult_blur(RenderResult *rr, RenderResult *brr, float blurfac, bool key_alpha)
{
RenderLayer *rl, *rl1;
RenderPass *rpass, *rpass1;
rl1 = brr->layers.first;
for (rl = rr->layers.first; rl && rl1; rl = rl->next, rl1 = rl1->next) {
/* passes are allocated in sync */
rpass1 = rl1->passes.first;
for (rpass = rl->passes.first; rpass && rpass1; rpass = rpass->next, rpass1 = rpass1->next) {
if ((rpass->passtype & SCE_PASS_COMBINED) && key_alpha)
addblur_rect_key(rr, rpass->rect, rpass1->rect, blurfac);
else
addblur_rect(rr, rpass->rect, rpass1->rect, blurfac, rpass->channels);
}
}
}
/* main blur loop, can be called by fields too */
static void do_render_blur_3d(Render *re)
{
RenderResult *rres;
float blurfac;
int blur = re->r.mblur_samples;
/* create accumulation render result */
rres = render_result_new(re, &re->disprect, 0, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
/* do the blur steps */
while (blur--) {
re->mblur_offs = re->r.blurfac * ((float)(re->r.mblur_samples - blur)) / (float)re->r.mblur_samples;
re->i.curblur = re->r.mblur_samples - blur; /* stats */
do_render_3d(re);
blurfac = 1.0f / (float)(re->r.mblur_samples - blur);
merge_renderresult_blur(rres, re->result, blurfac, false);
if (re->test_break(re->tbh)) break;
}
/* swap results */
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_free(re->result);
re->result = rres;
BLI_rw_mutex_unlock(&re->resultmutex);
re->mblur_offs = 0.0f;
re->i.curblur = 0; /* stats */
/* make sure motion blur changes get reset to current frame */
if ((re->r.scemode & (R_NO_FRAME_UPDATE|R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))==0) {
BKE_scene_update_for_newframe(re->eval_ctx, re->main, re->scene, re->lay);
}
/* weak... the display callback wants an active renderlayer pointer... */
re->result->renlay = render_get_active_layer(re, re->result);
re->display_update(re->duh, re->result, NULL);
}
/* function assumes rectf1 and rectf2 to be half size of rectf */
static void interleave_rect(RenderResult *rr, float *rectf, float *rectf1, float *rectf2, int channels)
{
int a, stride = channels * rr->rectx;
int len = stride * sizeof(float);
for (a = 0; a < rr->recty; a += 2) {
memcpy(rectf, rectf1, len);
rectf += stride;
rectf1 += stride;
memcpy(rectf, rectf2, len);
rectf += stride;
rectf2 += stride;
}
}
/* merge render results of 2 fields */
static void merge_renderresult_fields(RenderResult *rr, RenderResult *rr1, RenderResult *rr2)
{
RenderLayer *rl, *rl1, *rl2;
RenderPass *rpass, *rpass1, *rpass2;
rl1 = rr1->layers.first;
rl2 = rr2->layers.first;
for (rl = rr->layers.first; rl && rl1 && rl2; rl = rl->next, rl1 = rl1->next, rl2 = rl2->next) {
/* passes are allocated in sync */
rpass1 = rl1->passes.first;
rpass2 = rl2->passes.first;
for (rpass = rl->passes.first;
rpass && rpass1 && rpass2;
rpass = rpass->next, rpass1 = rpass1->next, rpass2 = rpass2->next)
{
interleave_rect(rr, rpass->rect, rpass1->rect, rpass2->rect, rpass->channels);
}
}
}
/* interleaves 2 frames */
static void do_render_fields_3d(Render *re)
{
Object *camera = RE_GetCamera(re);
RenderResult *rr1, *rr2 = NULL;
/* no render result was created, we can safely halve render y */
re->winy /= 2;
re->recty /= 2;
re->disprect.ymin /= 2;
re->disprect.ymax /= 2;
re->i.curfield = 1; /* stats */
/* first field, we have to call camera routine for correct aspect and subpixel offset */
RE_SetCamera(re, camera);
if (re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE) == 0)
do_render_blur_3d(re);
else
do_render_3d(re);
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
rr1 = re->result;
re->result = NULL;
BLI_rw_mutex_unlock(&re->resultmutex);
/* second field */
if (!re->test_break(re->tbh)) {
re->i.curfield = 2; /* stats */
re->flag |= R_SEC_FIELD;
if ((re->r.mode & R_FIELDSTILL) == 0) {
re->field_offs = 0.5f;
}
RE_SetCamera(re, camera);
if (re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE) == 0)
do_render_blur_3d(re);
else
do_render_3d(re);
re->flag &= ~R_SEC_FIELD;
re->field_offs = 0.0f;
rr2 = re->result;
}
/* allocate original height new buffers */
re->winy *= 2;
re->recty *= 2;
re->disprect.ymin *= 2;
re->disprect.ymax *= 2;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
re->result = render_result_new(re, &re->disprect, 0, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
if (rr2) {
if (re->r.mode & R_ODDFIELD)
merge_renderresult_fields(re->result, rr2, rr1);
else
merge_renderresult_fields(re->result, rr1, rr2);
render_result_free(rr2);
}
render_result_free(rr1);
re->i.curfield = 0; /* stats */
/* weak... the display callback wants an active renderlayer pointer... */
re->result->renlay = render_get_active_layer(re, re->result);
BLI_rw_mutex_unlock(&re->resultmutex);
re->display_update(re->duh, re->result, NULL);
}
/* make sure disprect is not affected by the render border */
static void render_result_disprect_to_full_resolution(Render *re)
{
re->disprect.xmin = re->disprect.ymin = 0;
re->disprect.xmax = re->winx;
re->disprect.ymax = re->winy;
re->rectx = re->winx;
re->recty = re->winy;
}
/* main render routine, no compositing */
static void do_render_fields_blur_3d(Render *re)
{
Object *camera = RE_GetCamera(re);
/* also check for camera here */
if (camera == NULL) {
BKE_report(re->reports, RPT_ERROR, "Cannot render, no camera");
G.is_break = true;
return;
}
/* now use renderdata and camera to set viewplane */
RE_SetCamera(re, camera);
if (re->r.mode & R_FIELDS)
do_render_fields_3d(re);
else if (re->r.mode & R_MBLUR && (re->r.scemode & R_FULL_SAMPLE) == 0)
do_render_blur_3d(re);
else
do_render_3d(re);
/* when border render, check if we have to insert it in black */
if (re->result) {
if (re->r.mode & R_BORDER) {
if ((re->r.mode & R_CROP) == 0) {
RenderResult *rres;
/* backup */
const rcti orig_disprect = re->disprect;
const int orig_rectx = re->rectx, orig_recty = re->recty;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
/* sub-rect for merge call later on */
re->result->tilerect = re->disprect;
/* weak is: it chances disprect from border */
render_result_disprect_to_full_resolution(re);
rres = render_result_new(re, &re->disprect, 0, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
render_result_merge(rres, re->result);
render_result_free(re->result);
re->result = rres;
/* weak... the display callback wants an active renderlayer pointer... */
re->result->renlay = render_get_active_layer(re, re->result);
BLI_rw_mutex_unlock(&re->resultmutex);
re->display_init(re->dih, re->result);
re->display_update(re->duh, re->result, NULL);
/* restore the disprect from border */
re->disprect = orig_disprect;
re->rectx = orig_rectx;
re->recty = orig_recty;
}
else {
/* set offset (again) for use in compositor, disprect was manipulated. */
re->result->xof = 0;
re->result->yof = 0;
}
}
}
}
/* within context of current Render *re, render another scene.
* it uses current render image size and disprect, but doesn't execute composite
*/
static void render_scene(Render *re, Scene *sce, int cfra)
{
Render *resc = RE_NewRender(sce->id.name);
int winx = re->winx, winy = re->winy;
sce->r.cfra = cfra;
BKE_scene_camera_switch_update(sce);
/* exception: scene uses own size (unfinished code) */
if (0) {
winx = (sce->r.size * sce->r.xsch) / 100;
winy = (sce->r.size * sce->r.ysch) / 100;
}
/* initial setup */
RE_InitState(resc, re, &sce->r, NULL, winx, winy, &re->disprect);
/* We still want to use 'rendercache' setting from org (main) scene... */
resc->r.scemode = (resc->r.scemode & ~R_EXR_CACHE_FILE) | (re->r.scemode & R_EXR_CACHE_FILE);
/* still unsure entity this... */
resc->main = re->main;
resc->scene = sce;
resc->lay = sce->lay;
resc->scene_color_manage = BKE_scene_check_color_management_enabled(sce);
/* ensure scene has depsgraph, base flags etc OK */
BKE_scene_set_background(re->main, sce);
/* copy callbacks */
resc->display_update = re->display_update;
resc->duh = re->duh;
resc->test_break = re->test_break;
resc->tbh = re->tbh;
resc->stats_draw = re->stats_draw;
resc->sdh = re->sdh;
resc->current_scene_update = re->current_scene_update;
resc->suh = re->suh;
do_render_fields_blur_3d(resc);
}
/* helper call to detect if this scene needs a render, or if there's a any render layer to render */
static int composite_needs_render(Scene *sce, int this_scene)
{
bNodeTree *ntree = sce->nodetree;
bNode *node;
if (ntree == NULL) return 1;
if (sce->use_nodes == false) return 1;
if ((sce->r.scemode & R_DOCOMP) == 0) return 1;
for (node = ntree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0)
if (this_scene == 0 || node->id == NULL || node->id == &sce->id)
return 1;
}
return 0;
}
static bool rlayer_node_uses_alpha(bNodeTree *ntree, bNode *node)
{
bNodeSocket *sock;
for (sock = node->outputs.first; sock; sock = sock->next) {
/* Weak! but how to make it better? */
if (STREQ(sock->name, "Alpha") && nodeCountSocketLinks(ntree, sock) > 0)
return true;
}
return false;
}
bool RE_allow_render_generic_object(Object *ob)
{
/* override not showing object when duplis are used with particles */
if (ob->transflag & OB_DUPLIPARTS) {
/* pass */ /* let particle system(s) handle showing vs. not showing */
}
else if ((ob->transflag & OB_DUPLI) && !(ob->transflag & OB_DUPLIFRAMES)) {
return false;
}
return true;
}
/* Issue here is that it's possible that object which is used by boolean,
* array or shrinkwrap modifiers weren't displayed in the viewport before
* rendering. This leads to situations when apply() of this modifiers
* could not get ob->derivedFinal and modifiers are not being applied.
*
* This was worked around by direct call of get_derived_final() from those
* modifiers, but such approach leads to write conflicts with threaded
* update.
*
* Here we make sure derivedFinal will be calculated by update_for_newframe
* function later in the pipeline and all the modifiers are applied
* properly without hacks from their side.
* - sergey -
*/
#define DEPSGRAPH_WORKAROUND_HACK
#ifdef DEPSGRAPH_WORKAROUND_HACK
static void tag_dependend_objects_for_render(Scene *scene, int renderlay)
{
Scene *sce_iter;
Base *base;
for (SETLOOPER(scene, sce_iter, base)) {
Object *object = base->object;
if ((base->lay & renderlay) == 0) {
continue;
}
if (object->type == OB_MESH) {
if (RE_allow_render_generic_object(object)) {
ModifierData *md;
VirtualModifierData virtualModifierData;
for (md = modifiers_getVirtualModifierList(object, &virtualModifierData);
md;
md = md->next)
{
if (!modifier_isEnabled(scene, md, eModifierMode_Render)) {
continue;
}
if (md->type == eModifierType_Boolean) {
BooleanModifierData *bmd = (BooleanModifierData *)md;
if (bmd->object && bmd->object->type == OB_MESH) {
DAG_id_tag_update(&bmd->object->id, OB_RECALC_DATA);
}
}
else if (md->type == eModifierType_Array) {
ArrayModifierData *amd = (ArrayModifierData *)md;
if (amd->start_cap && amd->start_cap->type == OB_MESH) {
DAG_id_tag_update(&amd->start_cap->id, OB_RECALC_DATA);
}
if (amd->end_cap && amd->end_cap->type == OB_MESH) {
DAG_id_tag_update(&amd->end_cap->id, OB_RECALC_DATA);
}
}
else if (md->type == eModifierType_Shrinkwrap) {
ShrinkwrapModifierData *smd = (ShrinkwrapModifierData *)md;
if (smd->target && smd->target->type == OB_MESH) {
DAG_id_tag_update(&smd->target->id, OB_RECALC_DATA);
}
}
}
}
}
}
}
#endif
static void tag_scenes_for_render(Render *re)
{
bNode *node;
Scene *sce;
#ifdef DEPSGRAPH_WORKAROUND_HACK
int renderlay = re->lay;
#endif
for (sce = re->main->scene.first; sce; sce = sce->id.next) {
sce->id.flag &= ~LIB_DOIT;
#ifdef DEPSGRAPH_WORKAROUND_HACK
tag_dependend_objects_for_render(sce, renderlay);
#endif
}
#ifdef WITH_FREESTYLE
if (re->freestyle_bmain) {
for (sce = re->freestyle_bmain->scene.first; sce; sce = sce->id.next) {
sce->id.flag &= ~LIB_DOIT;
#ifdef DEPSGRAPH_WORKAROUND_HACK
tag_dependend_objects_for_render(sce, renderlay);
#endif
}
}
#endif
if (RE_GetCamera(re) && composite_needs_render(re->scene, 1)) {
re->scene->id.flag |= LIB_DOIT;
#ifdef DEPSGRAPH_WORKAROUND_HACK
tag_dependend_objects_for_render(re->scene, renderlay);
#endif
}
if (re->scene->nodetree == NULL) return;
/* check for render-layers nodes using other scenes, we tag them LIB_DOIT */
for (node = re->scene->nodetree->nodes.first; node; node = node->next) {
node->flag &= ~NODE_TEST;
if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0) {
if (node->id) {
if (!MAIN_VERSION_ATLEAST(re->main, 265, 5)) {
if (rlayer_node_uses_alpha(re->scene->nodetree, node)) {
Scene *scene = (Scene *)node->id;
if (scene->r.alphamode != R_ALPHAPREMUL) {
BKE_reportf(re->reports, RPT_WARNING, "Setting scene %s alpha mode to Premul", scene->id.name + 2);
/* also print, so feedback is immediate */
printf("2.66 versioning fix: setting scene %s alpha mode to Premul\n", scene->id.name + 2);
scene->r.alphamode = R_ALPHAPREMUL;
}
}
}
if (node->id != (ID *)re->scene) {
if ((node->id->flag & LIB_DOIT) == 0) {
Scene *scene = (Scene *) node->id;
if (render_scene_has_layers_to_render(scene)) {
node->flag |= NODE_TEST;
node->id->flag |= LIB_DOIT;
#ifdef DEPSGRAPH_WORKAROUND_HACK
tag_dependend_objects_for_render(scene, renderlay);
#endif
}
}
}
}
}
}
}
static void ntree_render_scenes(Render *re)
{
bNode *node;
int cfra = re->scene->r.cfra;
Scene *restore_scene = re->scene;
bool scene_changed = false;
if (re->scene->nodetree == NULL) return;
tag_scenes_for_render(re);
/* now foreach render-result node tagged we do a full render */
/* results are stored in a way compisitor will find it */
for (node = re->scene->nodetree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0) {
if (node->id && node->id != (ID *)re->scene) {
if (node->flag & NODE_TEST) {
Scene *scene = (Scene *)node->id;
scene_changed |= scene != restore_scene;
render_scene(re, scene, cfra);
node->flag &= ~NODE_TEST;
nodeUpdate(restore_scene->nodetree, node);
}
}
}
}
/* restore scene if we rendered another last */
if (scene_changed)
BKE_scene_set_background(re->main, re->scene);
}
/* bad call... need to think over proper method still */
static void render_composit_stats(void *UNUSED(arg), const char *str)
{
R.i.infostr = str;
R.stats_draw(R.sdh, &R.i);
R.i.infostr = NULL;
}
#ifdef WITH_FREESTYLE
/* init Freestyle renderer */
static void init_freestyle(Render *re)
{
re->freestyle_bmain = BKE_main_new();
/* We use the same window manager for freestyle bmain as
* real bmain uses. This is needed because freestyle's
* bmain could be used to tag scenes for update, which
* implies call of ED_render_scene_update in some cases
* and that function requires proper window manager
* to present (sergey)
*/
re->freestyle_bmain->wm = re->main->wm;
FRS_init_stroke_renderer(re);
}
/* invokes Freestyle stroke rendering */
static void add_freestyle(Render *re, int render)
{
SceneRenderLayer *srl, *actsrl;
LinkData *link;
Render *r;
const bool do_link = (re->r.mode & R_MBLUR) == 0 || re->i.curblur == re->r.mblur_samples;
actsrl = BLI_findlink(&re->r.layers, re->r.actlay);
FRS_begin_stroke_rendering(re);
for (srl = (SceneRenderLayer *)re->r.layers.first; srl; srl = srl->next) {
if (do_link) {
link = (LinkData *)MEM_callocN(sizeof(LinkData), "LinkData to Freestyle render");
BLI_addtail(&re->freestyle_renders, link);
}
if ((re->r.scemode & R_SINGLE_LAYER) && srl != actsrl)
continue;
if (FRS_is_freestyle_enabled(srl)) {
r = FRS_do_stroke_rendering(re, srl, render);
if (do_link)
link->data = (void *)r;
}
}
FRS_end_stroke_rendering(re);
/* restore the global R value (invalidated by nested execution of the internal renderer) */
R = *re;
}
/* merges the results of Freestyle stroke rendering into a given render result */
static void composite_freestyle_renders(Render *re, int sample)
{
Render *freestyle_render;
RenderView *rv;
SceneRenderLayer *srl, *actsrl;
LinkData *link;
actsrl = BLI_findlink(&re->r.layers, re->r.actlay);
link = (LinkData *)re->freestyle_renders.first;
for (rv = re->result->views.first; rv; rv = rv->next) {
for (srl = (SceneRenderLayer *)re->r.layers.first; srl; srl = srl->next) {
if ((re->r.scemode & R_SINGLE_LAYER) && srl != actsrl)
continue;
if (FRS_is_freestyle_enabled(srl)) {
freestyle_render = (Render *)link->data;
/* may be NULL in case of empty render layer */
if (freestyle_render) {
render_result_exr_file_read_sample(freestyle_render, sample);
FRS_composite_result(re, srl, freestyle_render);
RE_FreeRenderResult(freestyle_render->result);
freestyle_render->result = NULL;
}
}
link = link->next;
}
}
}
/* releases temporary scenes and renders for Freestyle stroke rendering */
static void free_all_freestyle_renders(void)
{
Render *re1, *freestyle_render;
Scene *freestyle_scene;
LinkData *link;
for (re1= RenderGlobal.renderlist.first; re1; re1= re1->next) {
for (link = (LinkData *)re1->freestyle_renders.first; link; link = link->next) {
freestyle_render = (Render *)link->data;
if (freestyle_render) {
freestyle_scene = freestyle_render->scene;
RE_FreeRender(freestyle_render);
BKE_scene_unlink(re1->freestyle_bmain, freestyle_scene, NULL);
}
}
BLI_freelistN(&re1->freestyle_renders);
if (re1->freestyle_bmain) {
/* detach the window manager from freestyle bmain (see comments
* in add_freestyle() for more detail)
*/
re1->freestyle_bmain->wm.first = re1->freestyle_bmain->wm.last = NULL;
BKE_main_free(re1->freestyle_bmain);
re1->freestyle_bmain = NULL;
}
}
}
#endif
/* reads all buffers, calls optional composite, merges in first result->views rectf */
static void do_merge_fullsample(Render *re, bNodeTree *ntree)
{
ListBase *rectfs;
RenderView *rv;
float *rectf, filt[3][3];
int x, y, sample;
int nr, numviews;
/* interaction callbacks */
if (ntree) {
ntree->stats_draw = render_composit_stats;
ntree->test_break = re->test_break;
ntree->progress = re->progress;
ntree->sdh = re->sdh;
ntree->tbh = re->tbh;
ntree->prh = re->prh;
}
/* filtmask needs it */
R = *re;
/* temporary storage of the acccumulation buffers */
rectfs = MEM_callocN(sizeof(ListBase), "fullsample accumulation buffers");
numviews = BLI_listbase_count(&re->result->views);
for (nr = 0; nr < numviews; nr++) {
rv = MEM_callocN(sizeof(RenderView), "fullsample renderview");
/* we accumulate in here */
rv->rectf = MEM_mapallocN(re->rectx * re->recty * sizeof(float) * 4, "fullsample rgba");
BLI_addtail(rectfs, rv);
}
for (sample = 0; sample < re->r.osa; sample++) {
Scene *sce;
Render *re1;
RenderResult rres;
int mask;
/* enable full sample print */
R.i.curfsa = sample + 1;
/* set all involved renders on the samplebuffers (first was done by render itself, but needs tagged) */
/* also function below assumes this */
tag_scenes_for_render(re);
for (sce = re->main->scene.first; sce; sce = sce->id.next) {
if (sce->id.flag & LIB_DOIT) {
re1 = RE_GetRender(sce->id.name);
if (re1 && (re1->r.scemode & R_FULL_SAMPLE)) {
if (sample) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_exr_file_read_sample(re1, sample);
#ifdef WITH_FREESTYLE
if (re1->r.mode & R_EDGE_FRS)
composite_freestyle_renders(re1, sample);
#endif
BLI_rw_mutex_unlock(&re->resultmutex);
}
ntreeCompositTagRender(re1->scene); /* ensure node gets exec to put buffers on stack */
}
}
}
/* composite */
if (ntree) {
ntreeCompositTagRender(re->scene);
ntreeCompositTagAnimated(ntree);
for (rv = re->result->views.first; rv; rv = rv->next) {
ntreeCompositExecTree(re->scene, ntree, &re->r, true, G.background == 0, &re->scene->view_settings, &re->scene->display_settings, rv->name);
}
}
for (nr = 0, rv = rectfs->first; rv; rv = rv->next, nr++) {
rectf = rv->rectf;
/* ensure we get either composited result or the active layer */
RE_AcquireResultImage(re, &rres, nr);
/* accumulate with filter, and clip */
mask = (1 << sample);
mask_array(mask, filt);
for (y = 0; y < re->recty; y++) {
float *rf = rectf + 4 * y * re->rectx;
float *col = rres.rectf + 4 * y * re->rectx;
for (x = 0; x < re->rectx; x++, rf += 4, col += 4) {
/* clamping to 1.0 is needed for correct AA */
CLAMP(col[0], 0.0f, 1.0f);
CLAMP(col[1], 0.0f, 1.0f);
CLAMP(col[2], 0.0f, 1.0f);
add_filt_fmask_coord(filt, col, rf, re->rectx, re->recty, x, y);
}
}
RE_ReleaseResultImage(re);
/* show stuff */
if (sample != re->osa - 1) {
/* weak... the display callback wants an active renderlayer pointer... */
re->result->renlay = render_get_active_layer(re, re->result);
RE_SetActiveRenderView(re, rv->name);
re->display_update(re->duh, re->result, NULL);
}
}
}
for (nr = 0; nr < numviews; nr++) {
rectf = ((RenderView *)BLI_findlink(rectfs, nr))->rectf;
/* clamp alpha and RGB to 0..1 and 0..inf, can go outside due to filter */
for (y = 0; y < re->recty; y++) {
float *rf = rectf + 4 * y * re->rectx;
for (x = 0; x < re->rectx; x++, rf += 4) {
rf[0] = MAX2(rf[0], 0.0f);
rf[1] = MAX2(rf[1], 0.0f);
rf[2] = MAX2(rf[2], 0.0f);
CLAMP(rf[3], 0.0f, 1.0f);
}
}
/* store the final result */
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
rv = RE_RenderViewGetById(re->result, nr);
if (rv->rectf)
MEM_freeN(rv->rectf);
rv->rectf = rectf;
BLI_rw_mutex_unlock(&re->resultmutex);
}
/* clear interaction callbacks */
if (ntree) {
ntree->stats_draw = NULL;
ntree->test_break = NULL;
ntree->progress = NULL;
ntree->tbh = ntree->sdh = ntree->prh = NULL;
}
/* disable full sample print */
R.i.curfsa = 0;
/* garbage collection */
while (rectfs->first) {
RenderView *rv = rectfs->first;
BLI_remlink(rectfs, rv);
MEM_freeN(rv);
}
MEM_freeN(rectfs);
}
/* called externally, via compositor */
void RE_MergeFullSample(Render *re, Main *bmain, Scene *sce, bNodeTree *ntree)
{
Scene *scene;
bNode *node;
/* default start situation */
G.is_break = false;
re->main = bmain;
re->scene = sce;
re->scene_color_manage = BKE_scene_check_color_management_enabled(sce);
/* first call RE_ReadRenderResult on every renderlayer scene. this creates Render structs */
/* tag scenes unread */
for (scene = re->main->scene.first; scene; scene = scene->id.next)
scene->id.flag |= LIB_DOIT;
#ifdef WITH_FREESTYLE
if (re->freestyle_bmain) {
for (scene = re->freestyle_bmain->scene.first; scene; scene = scene->id.next)
scene->id.flag &= ~LIB_DOIT;
}
#endif
for (node = ntree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0) {
Scene *nodescene = (Scene *)node->id;
if (nodescene == NULL) nodescene = sce;
if (nodescene->id.flag & LIB_DOIT) {
nodescene->r.mode |= R_OSA; /* render struct needs tables */
RE_ReadRenderResult(sce, nodescene);
nodescene->id.flag &= ~LIB_DOIT;
}
}
}
/* own render result should be read/allocated */
if (re->scene->id.flag & LIB_DOIT) {
RE_ReadRenderResult(re->scene, re->scene);
re->scene->id.flag &= ~LIB_DOIT;
}
/* and now we can draw (result is there) */
re->display_init(re->dih, re->result);
re->display_clear(re->dch, re->result);
#ifdef WITH_FREESTYLE
if (re->r.mode & R_EDGE_FRS) {
init_freestyle(re);
add_freestyle(re, 0);
}
#endif
do_merge_fullsample(re, ntree);
#ifdef WITH_FREESTYLE
free_all_freestyle_renders();
#endif
}
/* returns fully composited render-result on given time step (in RenderData) */
static void do_render_composite_fields_blur_3d(Render *re)
{
bNodeTree *ntree = re->scene->nodetree;
int update_newframe = 0;
/* INIT seeding, compositor can use random texture */
BLI_srandom(re->r.cfra);
if (composite_needs_render(re->scene, 1)) {
/* save memory... free all cached images */
ntreeFreeCache(ntree);
/* render the frames
* it could be optimized to render only the needed view
* but what if a scene has a different number of views
* than the main scene? */
do_render_fields_blur_3d(re);
}
else {
re->i.cfra = re->r.cfra;
/* ensure new result gets added, like for regular renders */
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_free(re->result);
if ((re->r.mode & R_CROP) == 0) {
render_result_disprect_to_full_resolution(re);
}
re->result = render_result_new(re, &re->disprect, 0, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
BLI_rw_mutex_unlock(&re->resultmutex);
/* scene render process already updates animsys */
update_newframe = 1;
}
/* swap render result */
if (re->r.scemode & R_SINGLE_LAYER) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_single_layer_end(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
if (!re->test_break(re->tbh)) {
if (ntree) {
ntreeCompositTagRender(re->scene);
ntreeCompositTagAnimated(ntree);
}
if (ntree && re->scene->use_nodes && re->r.scemode & R_DOCOMP) {
/* checks if there are render-result nodes that need scene */
if ((re->r.scemode & R_SINGLE_LAYER) == 0)
ntree_render_scenes(re);
if (!re->test_break(re->tbh)) {
ntree->stats_draw = render_composit_stats;
ntree->test_break = re->test_break;
ntree->progress = re->progress;
ntree->sdh = re->sdh;
ntree->tbh = re->tbh;
ntree->prh = re->prh;
/* in case it was never initialized */
R.sdh = re->sdh;
R.stats_draw = re->stats_draw;
R.i.starttime = re->i.starttime;
R.i.cfra = re->i.cfra;
if (update_newframe)
BKE_scene_update_for_newframe(re->eval_ctx, re->main, re->scene, re->lay);
if (re->r.scemode & R_FULL_SAMPLE)
do_merge_fullsample(re, ntree);
else {
RenderView *rv;
for (rv = re->result->views.first; rv; rv = rv->next) {
ntreeCompositExecTree(re->scene, ntree, &re->r, true, G.background == 0, &re->scene->view_settings, &re->scene->display_settings, rv->name);
}
}
ntree->stats_draw = NULL;
ntree->test_break = NULL;
ntree->progress = NULL;
ntree->tbh = ntree->sdh = ntree->prh = NULL;
}
}
else if (re->r.scemode & R_FULL_SAMPLE)
do_merge_fullsample(re, NULL);
}
#ifdef WITH_FREESTYLE
free_all_freestyle_renders();
#endif
/* weak... the display callback wants an active renderlayer pointer... */
re->result->renlay = render_get_active_layer(re, re->result);
re->display_update(re->duh, re->result, NULL);
}
static void renderresult_stampinfo(Render *re)
{
RenderResult rres;
RenderView *rv;
int nr;
/* this is the basic trick to get the displayed float or char rect from render result */
nr = 0;
for (rv = re->result->views.first;rv;rv = rv->next, nr++) {
RE_SetActiveRenderView(re, rv->name);
RE_AcquireResultImage(re, &rres, nr);
BKE_image_stamp_buf(re->scene, RE_GetCamera(re), (unsigned char *)rres.rect32, rres.rectf, rres.rectx, rres.recty, 4);
RE_ReleaseResultImage(re);
}
}
int RE_seq_render_active(Scene *scene, RenderData *rd)
{
Editing *ed;
Sequence *seq;
ed = scene->ed;
if (!(rd->scemode & R_DOSEQ) || !ed || !ed->seqbase.first)
return 0;
for (seq = ed->seqbase.first; seq; seq = seq->next) {
if (seq->type != SEQ_TYPE_SOUND_RAM)
return 1;
}
return 0;
}
static void do_render_seq(Render *re)
{
static int recurs_depth = 0;
struct ImBuf *out;
RenderResult *rr; /* don't assign re->result here as it might change during give_ibuf_seq */
int cfra = re->r.cfra;
SeqRenderData context;
size_t view_id, tot_views;
struct ImBuf **ibuf_arr;
int re_x, re_y;
re->i.cfra = cfra;
if (recurs_depth == 0) {
/* otherwise sequencer animation isn't updated */
BKE_animsys_evaluate_all_animation(re->main, re->scene, (float)cfra); // XXX, was BKE_scene_frame_get(re->scene)
}
recurs_depth++;
if ((re->r.mode & R_BORDER) && (re->r.mode & R_CROP) == 0) {
/* if border rendering is used and cropping is disabled, final buffer should
* be as large as the whole frame */
re_x = re->winx;
re_y = re->winy;
}
else {
re_x = re->result->rectx;
re_y = re->result->recty;
}
tot_views = BKE_scene_multiview_num_views_get(&re->r);
ibuf_arr = MEM_mallocN(sizeof(ImBuf *) * tot_views, "Sequencer Views ImBufs");
BKE_sequencer_new_render_data(
re->eval_ctx, re->main, re->scene,
re_x, re_y, 100,
&context);
/* the renderresult gets destroyed during the rendering, so we first collect all ibufs
* and then we populate the final renderesult */
for (view_id = 0; view_id < tot_views; view_id++) {
context.view_id = view_id;
out = BKE_sequencer_give_ibuf(&context, cfra, 0);
if (out) {
ibuf_arr[view_id] = IMB_dupImBuf(out);
IMB_freeImBuf(out);
BKE_sequencer_imbuf_from_sequencer_space(re->scene, ibuf_arr[view_id]);
}
else {
ibuf_arr[view_id] = NULL;
}
}
rr = re->result;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_views_new(rr, &re->r);
BLI_rw_mutex_unlock(&re->resultmutex);
for (view_id = 0; view_id < tot_views; view_id++) {
RenderView *rv = RE_RenderViewGetById(rr, view_id);
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
if (ibuf_arr[view_id]) {
/* copy ibuf into combined pixel rect */
render_result_rect_from_ibuf(rr, &re->r, ibuf_arr[view_id], view_id);
if (recurs_depth == 0) { /* with nested scenes, only free on toplevel... */
Editing *ed = re->scene->ed;
if (ed)
BKE_sequencer_free_imbuf(re->scene, &ed->seqbase, true);
}
IMB_freeImBuf(ibuf_arr[view_id]);
}
else {
/* render result is delivered empty in most cases, nevertheless we handle all cases */
render_result_rect_fill_zero(rr, view_id);
}
BLI_rw_mutex_unlock(&re->resultmutex);
/* would mark display buffers as invalid */
RE_SetActiveRenderView(re, rv->name);
re->display_update(re->duh, re->result, NULL);
}
MEM_freeN(ibuf_arr);
recurs_depth--;
/* just in case this flag went missing at some point */
re->r.scemode |= R_DOSEQ;
/* set overall progress of sequence rendering */
if (re->r.efra != re->r.sfra)
re->progress(re->prh, (float)(cfra - re->r.sfra) / (re->r.efra - re->r.sfra));
else
re->progress(re->prh, 1.0f);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* main loop: doing sequence + fields + blur + 3d render + compositing */
static void do_render_all_options(Render *re)
{
Object *camera;
re->current_scene_update(re->suh, re->scene);
BKE_scene_camera_switch_update(re->scene);
re->i.starttime = PIL_check_seconds_timer();
/* ensure no images are in memory from previous animated sequences */
BKE_image_all_free_anim_ibufs(re->r.cfra);
if (RE_engine_render(re, 1)) {
/* in this case external render overrides all */
}
else if (RE_seq_render_active(re->scene, &re->r)) {
/* note: do_render_seq() frees rect32 when sequencer returns float images */
if (!re->test_break(re->tbh))
do_render_seq(re);
re->stats_draw(re->sdh, &re->i);
re->display_update(re->duh, re->result, NULL);
}
else {
re->pool = BKE_image_pool_new();
do_render_composite_fields_blur_3d(re);
BKE_image_pool_free(re->pool);
re->pool = NULL;
}
re->i.lastframetime = PIL_check_seconds_timer() - re->i.starttime;
re->stats_draw(re->sdh, &re->i);
/* save render result stamp if needed */
camera = RE_GetCamera(re);
BKE_render_result_stamp_info(re->scene, camera, re->result);
/* stamp image info here */
if ((re->r.stamp & R_STAMP_ALL) && (re->r.stamp & R_STAMP_DRAW)) {
renderresult_stampinfo(re);
re->display_update(re->duh, re->result, NULL);
}
}
bool RE_force_single_renderlayer(Scene *scene)
{
int scemode = check_mode_full_sample(&scene->r);
if (scemode & R_SINGLE_LAYER) {
SceneRenderLayer *srl = BLI_findlink(&scene->r.layers, scene->r.actlay);
/* force layer to be enabled */
if (srl->layflag & SCE_LAY_DISABLE) {
srl->layflag &= ~SCE_LAY_DISABLE;
return true;
}
}
return false;
}
static bool check_valid_compositing_camera(Scene *scene, Object *camera_override)
{
if (scene->r.scemode & R_DOCOMP && scene->use_nodes) {
bNode *node = scene->nodetree->nodes.first;
while (node) {
if (node->type == CMP_NODE_R_LAYERS && (node->flag & NODE_MUTED) == 0) {
Scene *sce = node->id ? (Scene *)node->id : scene;
if (!sce->camera && !BKE_scene_camera_find(sce)) {
/* all render layers nodes need camera */
return false;
}
}
node = node->next;
}
return true;
}
else {
return (camera_override != NULL || scene->camera != NULL);
}
}
static bool check_valid_camera_multiview(Scene *scene, Object *camera, ReportList *reports)
{
SceneRenderView *srv;
bool active_view = false;
if ((scene->r.scemode & R_MULTIVIEW) == 0)
return true;
for (srv = scene->r.views.first; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(&scene->r, srv)) {
active_view = true;
if (scene->r.views_format == SCE_VIEWS_FORMAT_MULTIVIEW) {
Object *view_camera;
view_camera = BKE_camera_multiview_render(scene, camera, srv->name);
if (view_camera == camera) {
/* if the suffix is not in the camera, means we are using the fallback camera */
if (!BLI_str_endswith(view_camera->id.name + 2, srv->suffix)) {
BKE_reportf(reports, RPT_ERROR, "Camera \"%s\" is not a multi-view camera",
camera->id.name + 2);
return false;
}
}
}
}
}
if (!active_view) {
BKE_reportf(reports, RPT_ERROR, "No active view found in scene \"%s\"", scene->id.name + 2);
return false;
}
return true;
}
static int check_valid_camera(Scene *scene, Object *camera_override, ReportList *reports)
{
if (camera_override == NULL && scene->camera == NULL)
scene->camera = BKE_scene_camera_find(scene);
if (!check_valid_camera_multiview(scene, scene->camera, reports))
return false;
if (RE_seq_render_active(scene, &scene->r)) {
if (scene->ed) {
Sequence *seq = scene->ed->seqbase.first;
while (seq) {
if (seq->type == SEQ_TYPE_SCENE && seq->scene) {
if (!seq->scene_camera) {
if (!seq->scene->camera && !BKE_scene_camera_find(seq->scene)) {
/* camera could be unneeded due to composite nodes */
Object *override = (seq->scene == scene) ? camera_override : NULL;
if (!check_valid_compositing_camera(seq->scene, override)) {
BKE_reportf(reports, RPT_ERROR, "No camera found in scene \"%s\"", seq->scene->id.name+2);
return false;
}
}
}
else if (!check_valid_camera_multiview(seq->scene, seq->scene_camera, reports))
return false;
}
seq = seq->next;
}
}
}
else if (!check_valid_compositing_camera(scene, camera_override)) {
BKE_report(reports, RPT_ERROR, "No camera found in scene");
return false;
}
return true;
}
static bool node_tree_has_composite_output(bNodeTree *ntree)
{
bNode *node;
for (node = ntree->nodes.first; node; node = node->next) {
if (ELEM(node->type, CMP_NODE_COMPOSITE, CMP_NODE_OUTPUT_FILE)) {
return true;
}
else if (node->type == NODE_GROUP) {
if (node->id) {
if (node_tree_has_composite_output((bNodeTree *)node->id)) {
return true;
}
}
}
}
return false;
}
static int check_composite_output(Scene *scene)
{
return node_tree_has_composite_output(scene->nodetree);
}
bool RE_is_rendering_allowed(Scene *scene, Object *camera_override, ReportList *reports)
{
int scemode = check_mode_full_sample(&scene->r);
if (scene->r.mode & R_BORDER) {
if (scene->r.border.xmax <= scene->r.border.xmin ||
scene->r.border.ymax <= scene->r.border.ymin)
{
BKE_report(reports, RPT_ERROR, "No border area selected");
return 0;
}
}
if (scemode & (R_EXR_TILE_FILE | R_FULL_SAMPLE)) {
char str[FILE_MAX];
render_result_exr_file_path(scene, "", 0, str);
if (!BLI_file_is_writable(str)) {
BKE_report(reports, RPT_ERROR, "Cannot save render buffers, check the temp default path");
return 0;
}
/* no fullsample and edge */
if ((scemode & R_FULL_SAMPLE) && (scene->r.mode & R_EDGE)) {
BKE_report(reports, RPT_ERROR, "Full sample does not support edge enhance");
return 0;
}
}
if (scemode & R_DOCOMP) {
if (scene->use_nodes) {
if (!scene->nodetree) {
BKE_report(reports, RPT_ERROR, "No node tree in scene");
return 0;
}
if (!check_composite_output(scene)) {
BKE_report(reports, RPT_ERROR, "No render output node in scene");
return 0;
}
if (scemode & R_FULL_SAMPLE) {
if (composite_needs_render(scene, 0) == 0) {
BKE_report(reports, RPT_ERROR, "Full sample AA not supported without 3D rendering");
return 0;
}
}
}
}
/* check valid camera, without camera render is OK (compo, seq) */
if (!check_valid_camera(scene, camera_override, reports)) {
return 0;
}
/* get panorama & ortho, only after camera is set */
BKE_camera_object_mode(&scene->r, camera_override ? camera_override : scene->camera);
/* forbidden combinations */
if (scene->r.mode & R_PANORAMA) {
if (scene->r.mode & R_ORTHO) {
BKE_report(reports, RPT_ERROR, "No ortho render possible for panorama");
return 0;
}
#ifdef WITH_FREESTYLE
if (scene->r.mode & R_EDGE_FRS) {
BKE_report(reports, RPT_ERROR, "Panoramic camera not supported in Freestyle");
return 0;
}
#endif
}
#ifdef WITH_FREESTYLE
if (scene->r.mode & R_EDGE_FRS) {
if (scene->r.mode & R_FIELDS) {
BKE_report(reports, RPT_ERROR, "Fields not supported in Freestyle");
return false;
}
}
#endif
/* layer flag tests */
if (!render_scene_has_layers_to_render(scene)) {
BKE_report(reports, RPT_ERROR, "All render layers are disabled");
return 0;
}
return 1;
}
static void validate_render_settings(Render *re)
{
if (re->r.scemode & (R_EXR_TILE_FILE | R_FULL_SAMPLE)) {
/* no osa + fullsample won't work... */
if (re->r.osa == 0)
re->r.scemode &= ~R_FULL_SAMPLE;
}
if (RE_engine_is_external(re)) {
/* not supported yet */
re->r.scemode &= ~(R_FULL_SAMPLE);
re->r.mode &= ~(R_FIELDS | R_MBLUR);
}
}
static void update_physics_cache(Render *re, Scene *scene, int UNUSED(anim_init))
{
PTCacheBaker baker;
baker.main = re->main;
baker.scene = scene;
baker.pid = NULL;
baker.bake = 0;
baker.render = 1;
baker.anim_init = 1;
baker.quick_step = 1;
baker.break_test = re->test_break;
baker.break_data = re->tbh;
baker.progressbar = NULL;
BKE_ptcache_bake(&baker);
}
void RE_SetActiveRenderView(Render *re, const char *viewname)
{
BLI_strncpy(re->viewname, viewname, sizeof(re->viewname));
}
const char *RE_GetActiveRenderView(Render *re)
{
return re->viewname;
}
/* evaluating scene options for general Blender render */
static int render_initialize_from_main(Render *re, RenderData *rd, Main *bmain, Scene *scene, SceneRenderLayer *srl,
Object *camera_override, unsigned int lay_override, int anim, int anim_init)
{
int winx, winy;
rcti disprect;
/* r.xsch and r.ysch has the actual view window size
* r.border is the clipping rect */
/* calculate actual render result and display size */
winx = (rd->size * rd->xsch) / 100;
winy = (rd->size * rd->ysch) / 100;
/* we always render smaller part, inserting it in larger image is compositor bizz, it uses disprect for it */
if (scene->r.mode & R_BORDER) {
disprect.xmin = rd->border.xmin * winx;
disprect.xmax = rd->border.xmax * winx;
disprect.ymin = rd->border.ymin * winy;
disprect.ymax = rd->border.ymax * winy;
}
else {
disprect.xmin = disprect.ymin = 0;
disprect.xmax = winx;
disprect.ymax = winy;
}
re->main = bmain;
re->scene = scene;
re->scene_color_manage = BKE_scene_check_color_management_enabled(scene);
re->camera_override = camera_override;
re->lay = lay_override ? lay_override : scene->lay;
re->layer_override = lay_override;
re->i.localview = (re->lay & 0xFF000000) != 0;
re->viewname[0] = '\0';
/* not too nice, but it survives anim-border render */
if (anim) {
render_update_anim_renderdata(re, &scene->r);
re->disprect = disprect;
return 1;
}
/* check all scenes involved */
tag_scenes_for_render(re);
/*
* Disabled completely for now,
* can be later set as render profile option
* and default for background render.
*/
if (0) {
/* make sure dynamics are up to date */
update_physics_cache(re, scene, anim_init);
}
if (srl || scene->r.scemode & R_SINGLE_LAYER) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_single_layer_begin(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
RE_InitState(re, NULL, &scene->r, srl, winx, winy, &disprect);
if (!re->ok) /* if an error was printed, abort */
return 0;
/* initstate makes new result, have to send changed tags around */
ntreeCompositTagRender(re->scene);
validate_render_settings(re);
re->display_init(re->dih, re->result);
re->display_clear(re->dch, re->result);
return 1;
}
void RE_SetReports(Render *re, ReportList *reports)
{
re->reports = reports;
}
/* general Blender frame render call */
void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, SceneRenderLayer *srl, Object *camera_override,
unsigned int lay_override, int frame, const bool write_still)
{
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_INIT);
/* ugly global still... is to prevent preview events and signal subsurfs etc to make full resol */
G.is_rendering = true;
scene->r.cfra = frame;
if (render_initialize_from_main(re, &scene->r, bmain, scene, srl, camera_override, lay_override, 0, 0)) {
MEM_reset_peak_memory();
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_PRE);
do_render_all_options(re);
if (write_still && !G.is_break) {
if (BKE_imtype_is_movie(scene->r.im_format.imtype)) {
/* operator checks this but in case its called from elsewhere */
printf("Error: cant write single images with a movie format!\n");
}
else {
char name[FILE_MAX];
BKE_image_path_from_imformat(
name, scene->r.pic, bmain->name, scene->r.cfra,
&scene->r.im_format, (scene->r.scemode & R_EXTENSION) != 0, false, NULL);
/* reports only used for Movie */
do_write_image_or_movie(re, bmain, scene, NULL, 0, name);
}
}
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_POST); /* keep after file save */
if (write_still) {
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_WRITE);
}
}
BLI_callback_exec(re->main, (ID *)scene, G.is_break ? BLI_CB_EVT_RENDER_CANCEL : BLI_CB_EVT_RENDER_COMPLETE);
/* UGLY WARNING */
G.is_rendering = false;
}
#ifdef WITH_FREESTYLE
void RE_RenderFreestyleStrokes(Render *re, Main *bmain, Scene *scene, int render)
{
re->result_ok= 0;
if (render_initialize_from_main(re, &scene->r, bmain, scene, NULL, NULL, scene->lay, 0, 0)) {
if (render)
do_render_fields_blur_3d(re);
}
re->result_ok = 1;
}
void RE_RenderFreestyleExternal(Render *re)
{
if (!re->test_break(re->tbh)) {
RE_Database_FromScene(re, re->main, re->scene, re->lay, 1);
RE_Database_Preprocess(re);
init_freestyle(re);
add_freestyle(re, 1);
RE_Database_Free(re);
}
}
#endif
bool RE_WriteRenderViewsImage(ReportList *reports, RenderResult *rr, Scene *scene, const bool stamp, char *name)
{
bool is_mono;
bool ok = true;
RenderData *rd = &scene->r;
if (!rr)
return false;
is_mono = BLI_listbase_count_ex(&rr->views, 2) < 2;
if (ELEM(rd->im_format.imtype, R_IMF_IMTYPE_OPENEXR, R_IMF_IMTYPE_MULTILAYER) &&
rd->im_format.views_format == R_IMF_VIEWS_MULTIVIEW)
{
RE_WriteRenderResult(reports, rr, name, &rd->im_format, true, NULL);
printf("Saved: %s\n", name);
}
/* mono, legacy code */
else if (is_mono || (rd->im_format.views_format == R_IMF_VIEWS_INDIVIDUAL))
{
RenderView *rv;
size_t view_id;
char filepath[FILE_MAX];
BLI_strncpy(filepath, name, sizeof(filepath));
for (view_id = 0, rv = rr->views.first; rv; rv = rv->next, view_id++) {
if (!is_mono) {
BKE_scene_multiview_view_filepath_get(&scene->r, filepath, rv->name, name);
}
if (rd->im_format.imtype == R_IMF_IMTYPE_MULTILAYER) {
RE_WriteRenderResult(reports, rr, name, &rd->im_format, false, rv->name);
printf("Saved: %s\n", name);
}
else {
ImBuf *ibuf = render_result_rect_to_ibuf(rr, rd, view_id);
IMB_colormanagement_imbuf_for_write(ibuf, true, false, &scene->view_settings,
&scene->display_settings, &rd->im_format);
if (stamp) {
/* writes the name of the individual cameras */
ok = BKE_imbuf_write_stamp(scene, rr, ibuf, name, &rd->im_format);
}
else {
ok = BKE_imbuf_write(ibuf, name, &rd->im_format);
}
if (ok == false) {
printf("Render error: cannot save %s\n", name);
}
else printf("Saved: %s\n", name);
/* optional preview images for exr */
if (ok && rd->im_format.imtype == R_IMF_IMTYPE_OPENEXR && (rd->im_format.flag & R_IMF_FLAG_PREVIEW_JPG)) {
ImageFormatData imf = rd->im_format;
imf.imtype = R_IMF_IMTYPE_JPEG90;
if (BLI_testextensie(name, ".exr"))
name[strlen(name) - 4] = 0;
BKE_image_path_ensure_ext_from_imformat(name, &imf);
ibuf->planes = 24;
IMB_colormanagement_imbuf_for_write(ibuf, true, false, &scene->view_settings,
&scene->display_settings, &imf);
if (stamp) {
/* writes the name of the individual cameras */
ok = BKE_imbuf_write_stamp(scene, rr, ibuf, name, &imf);
}
else {
ok = BKE_imbuf_write(ibuf, name, &imf);
}
printf("Saved: %s\n", name);
}
/* imbuf knows which rects are not part of ibuf */
IMB_freeImBuf(ibuf);
}
}
}
else { /* R_IMF_VIEWS_STEREO_3D */
BLI_assert(scene->r.im_format.views_format == R_IMF_VIEWS_STEREO_3D);
if (rd->im_format.imtype == R_IMF_IMTYPE_MULTILAYER) {
printf("Stereo 3D not support for MultiLayer image: %s\n", name);
}
else {
ImBuf *ibuf_arr[3] = {NULL};
const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
int i;
for (i = 0; i < 2; i++) {
int view_id = BLI_findstringindex(&rr->views, names[i], offsetof(RenderView, name));
ibuf_arr[i] = render_result_rect_to_ibuf(rr, rd, view_id);
IMB_colormanagement_imbuf_for_write(ibuf_arr[i], true, false, &scene->view_settings,
&scene->display_settings, &scene->r.im_format);
IMB_prepare_write_ImBuf(IMB_isfloat(ibuf_arr[i]), ibuf_arr[i]);
}
ibuf_arr[2] = IMB_stereo3d_ImBuf(&scene->r.im_format, ibuf_arr[0], ibuf_arr[1]);
if (stamp)
ok = BKE_imbuf_write_stamp(scene, rr, ibuf_arr[2], name, &rd->im_format);
else
ok = BKE_imbuf_write(ibuf_arr[2], name, &rd->im_format);
if (ok == false)
printf("Render error: cannot save %s\n", name);
else
printf("Saved: %s\n", name);
/* optional preview images for exr */
if (ok && rd->im_format.imtype == R_IMF_IMTYPE_OPENEXR &&
(rd->im_format.flag & R_IMF_FLAG_PREVIEW_JPG))
{
ImageFormatData imf = rd->im_format;
imf.imtype = R_IMF_IMTYPE_JPEG90;
if (BLI_testextensie(name, ".exr"))
name[strlen(name) - 4] = 0;
BKE_image_path_ensure_ext_from_imformat(name, &imf);
ibuf_arr[2]->planes = 24;
IMB_colormanagement_imbuf_for_write(ibuf_arr[2], true, false, &scene->view_settings,
&scene->display_settings, &imf);
if (stamp)
ok = BKE_imbuf_write_stamp(scene, rr, ibuf_arr[2], name, &rd->im_format);
else
ok = BKE_imbuf_write(ibuf_arr[2], name, &imf);
printf("Saved: %s\n", name);
}
/* imbuf knows which rects are not part of ibuf */
for (i = 0; i < 3; i++) {
IMB_freeImBuf(ibuf_arr[i]);
}
}
}
return ok;
}
bool RE_WriteRenderViewsMovie(ReportList *reports, RenderResult *rr, Scene *scene, RenderData *rd, bMovieHandle *mh,
const size_t width, const size_t height, void **movie_ctx_arr, const size_t totvideos, bool preview)
{
bool is_mono;
bool ok = true;
if (!rr)
return false;
is_mono = BLI_listbase_count_ex(&rr->views, 2) < 2;
if (is_mono || (scene->r.im_format.views_format == R_IMF_VIEWS_INDIVIDUAL)) {
size_t view_id;
for (view_id = 0; view_id < totvideos; view_id++) {
bool do_free = false;
const char *suffix = BKE_scene_multiview_view_id_suffix_get(&scene->r, view_id);
ImBuf *ibuf = render_result_rect_to_ibuf(rr, &scene->r, view_id);
/* note; the way it gets 32 bits rects is weak... */
if (ibuf->rect == NULL) {
ibuf->rect = MEM_mapallocN(sizeof(int) * rr->rectx * rr->recty, "temp 32 bits rect");
ibuf->mall |= IB_rect;
render_result_rect_get_pixels(rr, ibuf->rect, width, height, &scene->view_settings, &scene->display_settings, view_id);
do_free = true;
}
IMB_colormanagement_imbuf_for_write(ibuf, true, false, &scene->view_settings,
&scene->display_settings, &scene->r.im_format);
ok &= mh->append_movie(movie_ctx_arr[view_id], rd, preview ? scene->r.psfra : scene->r.sfra, scene->r.cfra,
(int *) ibuf->rect, ibuf->x, ibuf->y, suffix, reports);
if (do_free) {
MEM_freeN(ibuf->rect);
ibuf->rect = NULL;
ibuf->mall &= ~IB_rect;
}
/* imbuf knows which rects are not part of ibuf */
IMB_freeImBuf(ibuf);
}
printf("Append frame %d\n", scene->r.cfra);
}
else { /* R_IMF_VIEWS_STEREO_3D */
const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
ImBuf *ibuf_arr[3] = {NULL};
bool do_free[2] = {false, false};
size_t i;
BLI_assert((totvideos == 1) && (scene->r.im_format.views_format == R_IMF_VIEWS_STEREO_3D));
for (i = 0; i < 2; i++) {
int view_id = BLI_findstringindex(&rr->views, names[i], offsetof(RenderView, name));
ibuf_arr[i] = render_result_rect_to_ibuf(rr, &scene->r, view_id);
/* note; the way it gets 32 bits rects is weak... */
if (ibuf_arr[i]->rect == NULL) {
ibuf_arr[i]->rect = MEM_mapallocN(sizeof(int) * width * height, "temp 32 bits rect");
ibuf_arr[i]->mall |= IB_rect;
render_result_rect_get_pixels(rr, ibuf_arr[i]->rect, width, height, &scene->view_settings, &scene->display_settings, view_id);
do_free[i] = true;
}
IMB_colormanagement_imbuf_for_write(ibuf_arr[i], true, false, &scene->view_settings,
&scene->display_settings, &scene->r.im_format);
}
ibuf_arr[2] = IMB_stereo3d_ImBuf(&scene->r.im_format, ibuf_arr[0], ibuf_arr[1]);
ok = mh->append_movie(movie_ctx_arr[0], rd, preview ? scene->r.psfra : scene->r.sfra, scene->r.cfra, (int *) ibuf_arr[2]->rect,
ibuf_arr[2]->x, ibuf_arr[2]->y, "", reports);
for (i = 0; i < 2; i++) {
if (do_free[i]) {
MEM_freeN(ibuf_arr[i]->rect);
ibuf_arr[i]->rect = NULL;
ibuf_arr[i]->mall &= ~IB_rect;
}
/* imbuf knows which rects are not part of ibuf */
IMB_freeImBuf(ibuf_arr[i]);
}
}
return ok;
}
static int do_write_image_or_movie(Render *re, Main *bmain, Scene *scene, bMovieHandle *mh, const size_t totvideos, const char *name_override)
{
char name[FILE_MAX];
RenderResult rres;
double render_time;
bool ok = true;
RE_AcquireResultImageViews(re, &rres);
/* write movie or image */
if (BKE_imtype_is_movie(scene->r.im_format.imtype)) {
RE_WriteRenderViewsMovie(re->reports, &rres, scene, &re->r, mh, re->rectx, re->recty, re->movie_ctx_arr, totvideos, false);
}
else {
if (name_override)
BLI_strncpy(name, name_override, sizeof(name));
else
BKE_image_path_from_imformat(
name, scene->r.pic, bmain->name, scene->r.cfra,
&scene->r.im_format, (scene->r.scemode & R_EXTENSION) != 0, true, NULL);
/* write images as individual images or stereo */
ok = RE_WriteRenderViewsImage(re->reports, &rres, scene, true, name);
}
RE_ReleaseResultImageViews(re, &rres);
render_time = re->i.lastframetime;
re->i.lastframetime = PIL_check_seconds_timer() - re->i.starttime;
BLI_timestr(re->i.lastframetime, name, sizeof(name));
printf(" Time: %s", name);
/* Flush stdout to be sure python callbacks are printing stuff after blender. */
fflush(stdout);
BLI_callback_exec(G.main, NULL, BLI_CB_EVT_RENDER_STATS);
BLI_timestr(re->i.lastframetime - render_time, name, sizeof(name));
printf(" (Saving: %s)\n", name);
fputc('\n', stdout);
fflush(stdout); /* needed for renderd !! (not anymore... (ton)) */
return ok;
}
static void get_videos_dimensions(Render *re, RenderData *rd, size_t *r_width, size_t *r_height)
{
size_t width, height;
if (re->r.mode & R_BORDER) {
if ((re->r.mode & R_CROP) == 0) {
width = re->winx;
height = re->winy;
}
else {
width = re->rectx;
height = re->recty;
}
}
else {
width = re->rectx;
height = re->recty;
}
BKE_scene_multiview_videos_dimensions_get(rd, width, height, r_width, r_height);
}
/* saves images to disk */
void RE_BlenderAnim(Render *re, Main *bmain, Scene *scene, Object *camera_override,
unsigned int lay_override, int sfra, int efra, int tfra)
{
RenderData rd = scene->r;
bMovieHandle *mh = NULL;
int cfrao = scene->r.cfra;
int nfra, totrendered = 0, totskipped = 0;
const size_t totvideos = BKE_scene_multiview_num_videos_get(&rd);
const bool is_movie = BKE_imtype_is_movie(scene->r.im_format.imtype);
const bool is_multiview_name = ((scene->r.scemode & R_MULTIVIEW) != 0 &&
(scene->r.im_format.views_format == R_IMF_VIEWS_INDIVIDUAL));
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_INIT);
/* do not fully call for each frame, it initializes & pops output window */
if (!render_initialize_from_main(re, &rd, bmain, scene, NULL, camera_override, lay_override, 0, 1))
return;
/* we don't support Frame Server and streaming of individual views */
if ((rd.im_format.imtype == R_IMF_IMTYPE_FRAMESERVER) && (totvideos > 1)) {
BKE_report(re->reports, RPT_ERROR, "Frame Server only support stereo output for multiview rendering");
return;
}
/* ugly global still... is to prevent renderwin events and signal subsurfs etc to make full resol */
/* is also set by caller renderwin.c */
G.is_rendering = true;
re->flag |= R_ANIMATION;
if (is_movie) {
size_t i, width, height;
get_videos_dimensions(re, &rd, &width, &height);
mh = BKE_movie_handle_get(scene->r.im_format.imtype);
re->movie_ctx_arr = MEM_mallocN(sizeof(void *) * totvideos, "Movies' Context");
for (i = 0; i < totvideos; i++) {
const char *suffix = BKE_scene_multiview_view_id_suffix_get(&re->r, i);
re->movie_ctx_arr[i] = mh->context_create();
if (!mh->start_movie(re->movie_ctx_arr[i], scene, &re->r, width, height, re->reports, false, suffix))
G.is_break = true;
}
}
if (mh && mh->get_next_frame) {
/* MULTIVIEW_TODO:
* in case a new video format is added that implements get_next_frame multiview has to be addressed
* or the error throwing for R_IMF_IMTYPE_FRAMESERVER has to be extended for those cases as well
*/
BLI_assert(totvideos < 2);
while (!(G.is_break == 1)) {
int nf = mh->get_next_frame(re->movie_ctx_arr[0], &re->r, re->reports);
if (nf >= 0 && nf >= scene->r.sfra && nf <= scene->r.efra) {
scene->r.cfra = re->r.cfra = nf;
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_PRE);
do_render_all_options(re);
totrendered++;
if (re->test_break(re->tbh) == 0) {
if (!do_write_image_or_movie(re, bmain, scene, mh, totvideos, NULL))
G.is_break = true;
}
if (G.is_break == false) {
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_POST); /* keep after file save */
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_WRITE);
}
}
else {
if (re->test_break(re->tbh)) {
G.is_break = true;
}
}
}
}
else {
for (nfra = sfra, scene->r.cfra = sfra; scene->r.cfra <= efra; scene->r.cfra++) {
char name[FILE_MAX];
/* only border now, todo: camera lens. (ton) */
render_initialize_from_main(re, &rd, bmain, scene, NULL, camera_override, lay_override, 1, 0);
if (nfra != scene->r.cfra) {
/*
* Skip this frame, but update for physics and particles system.
* From convertblender.c:
* in localview, lamps are using normal layers, objects only local bits.
*/
unsigned int updatelay;
if (re->lay & 0xFF000000)
updatelay = re->lay & 0xFF000000;
else
updatelay = re->lay;
BKE_scene_update_for_newframe(re->eval_ctx, bmain, scene, updatelay);
continue;
}
else
nfra += tfra;
/* Touch/NoOverwrite options are only valid for image's */
if (is_movie == false) {
if (scene->r.mode & (R_NO_OVERWRITE | R_TOUCH))
BKE_image_path_from_imformat(
name, scene->r.pic, bmain->name, scene->r.cfra,
&scene->r.im_format, (scene->r.scemode & R_EXTENSION) != 0, true, NULL);
if (scene->r.mode & R_NO_OVERWRITE) {
if (!is_multiview_name) {
if (BLI_exists(name)) {
printf("skipping existing frame \"%s\"\n", name);
totskipped++;
continue;
}
}
else {
SceneRenderView *srv;
bool is_skip = false;
char filepath[FILE_MAX];
for (srv = scene->r.views.first; srv; srv = srv->next) {
if (!BKE_scene_multiview_is_render_view_active(&scene->r, srv))
continue;
BKE_scene_multiview_filepath_get(srv, name, filepath);
if (BLI_exists(filepath)) {
is_skip = true;
printf("skipping existing frame \"%s\" for view \"%s\"\n", filepath, srv->name);
}
}
if (is_skip) {
totskipped++;
continue;
}
}
}
if (scene->r.mode & R_TOUCH) {
if (!is_multiview_name) {
if (!BLI_exists(name)) {
BLI_make_existing_file(name); /* makes the dir if its not there */
BLI_file_touch(name);
}
}
else {
SceneRenderView *srv;
char filepath[FILE_MAX];
for (srv = scene->r.views.first; srv; srv = srv->next) {
if (!BKE_scene_multiview_is_render_view_active(&scene->r, srv))
continue;
BKE_scene_multiview_filepath_get(srv, name, filepath);
if (!BLI_exists(filepath)) {
BLI_make_existing_file(filepath); /* makes the dir if its not there */
BLI_file_touch(filepath);
}
}
}
}
}
re->r.cfra = scene->r.cfra; /* weak.... */
/* run callbacs before rendering, before the scene is updated */
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_PRE);
do_render_all_options(re);
totrendered++;
if (re->test_break(re->tbh) == 0) {
if (!G.is_break)
if (!do_write_image_or_movie(re, bmain, scene, mh, totvideos, NULL))
G.is_break = true;
}
else
G.is_break = true;
if (G.is_break == true) {
/* remove touched file */
if (is_movie == false) {
if ((scene->r.mode & R_TOUCH)) {
if (!is_multiview_name) {
if ((BLI_file_size(name) == 0)) {
/* BLI_exists(name) is implicit */
BLI_delete(name, false, false);
}
}
else {
SceneRenderView *srv;
char filepath[FILE_MAX];
for (srv = scene->r.views.first; srv; srv = srv->next) {
if (!BKE_scene_multiview_is_render_view_active(&scene->r, srv))
continue;
BKE_scene_multiview_filepath_get(srv, name, filepath);
if ((BLI_file_size(filepath) == 0)) {
/* BLI_exists(filepath) is implicit */
BLI_delete(filepath, false, false);
}
}
}
}
}
break;
}
if (G.is_break == false) {
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_POST); /* keep after file save */
BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_WRITE);
}
}
}
/* end movie */
if (is_movie) {
size_t i;
for (i = 0; i < totvideos; i++) {
mh->end_movie(re->movie_ctx_arr[i]);
mh->context_free(re->movie_ctx_arr[i]);
}
if (re->movie_ctx_arr) {
MEM_freeN(re->movie_ctx_arr);
}
}
if (totskipped && totrendered == 0)
BKE_report(re->reports, RPT_INFO, "No frames rendered, skipped to not overwrite");
scene->r.cfra = cfrao;
re->flag &= ~R_ANIMATION;
BLI_callback_exec(re->main, (ID *)scene, G.is_break ? BLI_CB_EVT_RENDER_CANCEL : BLI_CB_EVT_RENDER_COMPLETE);
/* UGLY WARNING */
G.is_rendering = false;
}
void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
{
Object *camera;
int winx, winy;
winx = (sce->r.size * sce->r.xsch) / 100;
winy = (sce->r.size * sce->r.ysch) / 100;
RE_InitState(re, NULL, &sce->r, NULL, winx, winy, NULL);
re->pool = BKE_image_pool_new();
re->main = bmain;
re->scene = sce;
re->scene_color_manage = BKE_scene_check_color_management_enabled(sce);
re->lay = sce->lay;
camera = RE_GetCamera(re);
RE_SetCamera(re, camera);
do_render_3d(re);
BKE_image_pool_free(re->pool);
re->pool = NULL;
}
/* note; repeated win/disprect calc... solve that nicer, also in compo */
/* only the temp file! */
bool RE_ReadRenderResult(Scene *scene, Scene *scenode)
{
Render *re;
int winx, winy;
bool success;
rcti disprect;
/* calculate actual render result and display size */
winx = (scene->r.size * scene->r.xsch) / 100;
winy = (scene->r.size * scene->r.ysch) / 100;
/* only in movie case we render smaller part */
if (scene->r.mode & R_BORDER) {
disprect.xmin = scene->r.border.xmin * winx;
disprect.xmax = scene->r.border.xmax * winx;
disprect.ymin = scene->r.border.ymin * winy;
disprect.ymax = scene->r.border.ymax * winy;
}
else {
disprect.xmin = disprect.ymin = 0;
disprect.xmax = winx;
disprect.ymax = winy;
}
if (scenode)
scene = scenode;
/* get render: it can be called from UI with draw callbacks */
re = RE_GetRender(scene->id.name);
if (re == NULL)
re = RE_NewRender(scene->id.name);
RE_InitState(re, NULL, &scene->r, NULL, winx, winy, &disprect);
re->scene = scene;
re->scene_color_manage = BKE_scene_check_color_management_enabled(scene);
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
success = render_result_exr_file_cache_read(re);
BLI_rw_mutex_unlock(&re->resultmutex);
return success;
}
void RE_init_threadcount(Render *re)
{
re->r.threads = BKE_render_num_threads(&re->r);
}
/* loads in image into a result, size must match
* x/y offsets are only used on a partial copy when dimensions don't match */
void RE_layer_load_from_file(RenderLayer *layer, ReportList *reports, const char *filename, int x, int y)
{
/* OCIO_TODO: assume layer was saved in defaule color space */
ImBuf *ibuf = IMB_loadiffname(filename, IB_rect, NULL);
RenderPass *rpass = NULL;
/* multiview: since the API takes no 'view', we use the first combined pass found */
for (rpass = layer->passes.first; rpass; rpass = rpass->next)
if (rpass->passtype == SCE_PASS_COMBINED)
break;
if (rpass == NULL)
BKE_reportf(reports, RPT_ERROR, "%s: no Combined pass found in the render layer '%s'", __func__, filename);
if (ibuf && (ibuf->rect || ibuf->rect_float)) {
if (ibuf->x == layer->rectx && ibuf->y == layer->recty) {
if (ibuf->rect_float == NULL)
IMB_float_from_rect(ibuf);
memcpy(rpass->rect, ibuf->rect_float, sizeof(float) * 4 * layer->rectx * layer->recty);
}
else {
if ((ibuf->x - x >= layer->rectx) && (ibuf->y - y >= layer->recty)) {
ImBuf *ibuf_clip;
if (ibuf->rect_float == NULL)
IMB_float_from_rect(ibuf);
ibuf_clip = IMB_allocImBuf(layer->rectx, layer->recty, 32, IB_rectfloat);
if (ibuf_clip) {
IMB_rectcpy(ibuf_clip, ibuf, 0, 0, x, y, layer->rectx, layer->recty);
memcpy(rpass->rect, ibuf_clip->rect_float, sizeof(float) * 4 * layer->rectx * layer->recty);
IMB_freeImBuf(ibuf_clip);
}
else {
BKE_reportf(reports, RPT_ERROR, "%s: failed to allocate clip buffer '%s'", __func__, filename);
}
}
else {
BKE_reportf(reports, RPT_ERROR, "%s: incorrect dimensions for partial copy '%s'", __func__, filename);
}
}
IMB_freeImBuf(ibuf);
}
else {
BKE_reportf(reports, RPT_ERROR, "%s: failed to load '%s'", __func__, filename);
}
}
void RE_result_load_from_file(RenderResult *result, ReportList *reports, const char *filename)
{
if (!render_result_exr_file_read_path(result, NULL, filename)) {
BKE_reportf(reports, RPT_ERROR, "%s: failed to load '%s'", __func__, filename);
return;
}
}
const float default_envmap_layout[] = { 0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1 };
bool RE_WriteEnvmapResult(struct ReportList *reports, Scene *scene, EnvMap *env, const char *relpath, const char imtype, float layout[12])
{
ImageFormatData imf;
ImBuf *ibuf = NULL;
int ok;
int dx;
int maxX = 0, maxY = 0, i = 0;
char filepath[FILE_MAX];
if (env->cube[1] == NULL) {
BKE_report(reports, RPT_ERROR, "There is no generated environment map available to save");
return 0;
}
imf = scene->r.im_format;
imf.imtype = imtype;
dx = env->cube[1]->x;
if (env->type == ENV_CUBE) {
for (i = 0; i < 12; i += 2) {
maxX = max_ii(maxX, (int)layout[i] + 1);
maxY = max_ii(maxY, (int)layout[i + 1] + 1);
}
ibuf = IMB_allocImBuf(maxX * dx, maxY * dx, 24, IB_rectfloat);
for (i = 0; i < 12; i += 2)
if (layout[i] > -1 && layout[i + 1] > -1)
IMB_rectcpy(ibuf, env->cube[i / 2], layout[i] * dx, layout[i + 1] * dx, 0, 0, dx, dx);
}
else if (env->type == ENV_PLANE) {
ibuf = IMB_allocImBuf(dx, dx, 24, IB_rectfloat);
IMB_rectcpy(ibuf, env->cube[1], 0, 0, 0, 0, dx, dx);
}
else {
BKE_report(reports, RPT_ERROR, "Invalid environment map type");
return 0;
}
IMB_colormanagement_imbuf_for_write(ibuf, true, false, &scene->view_settings, &scene->display_settings, &imf);
/* to save, we first get absolute path */
BLI_strncpy(filepath, relpath, sizeof(filepath));
BLI_path_abs(filepath, G.main->name);
ok = BKE_imbuf_write(ibuf, filepath, &imf);
IMB_freeImBuf(ibuf);
if (ok) {
return true;
}
else {
BKE_report(reports, RPT_ERROR, "Error writing environment map");
return false;
}
}
/* used in the interface to decide whether to show layers */
bool RE_layers_have_name(struct RenderResult *rr)
{
switch (BLI_listbase_count_ex(&rr->layers, 2)) {
case 0:
return false;
break;
case 1:
return (((RenderLayer *)rr->layers.first)->name[0] != '\0');
break;
default:
return true;
break;
}
return false;
}
RenderPass *RE_pass_find_by_type(volatile RenderLayer *rl, int passtype, const char *viewname)
{
RenderPass *rp = NULL;
for (rp = rl->passes.last; rp; rp = rp->prev) {
if (rp->passtype == passtype) {
if (viewname == NULL || viewname[0] == '\0')
break;
else if (STREQ(rp->view, viewname))
break;
}
}
return rp;
}