801 lines
20 KiB
C
801 lines
20 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2006 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/render/intern/source/external_engine.c
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* \ingroup render
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*/
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#include <stddef.h>
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLT_translation.h"
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "BKE_camera.h"
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#include "BKE_global.h"
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#include "BKE_colortools.h"
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#include "BKE_report.h"
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#include "BKE_scene.h"
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#include "RNA_access.h"
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#ifdef WITH_PYTHON
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#include "BPY_extern.h"
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#endif
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "RE_bake.h"
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#include "initrender.h"
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#include "renderpipeline.h"
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#include "render_types.h"
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#include "render_result.h"
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#include "rendercore.h"
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/* Render Engine Types */
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static RenderEngineType internal_render_type = {
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NULL, NULL,
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"BLENDER_RENDER", N_("Blender Render"), RE_INTERNAL,
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NULL, NULL, NULL, NULL, NULL, NULL, render_internal_update_passes,
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{NULL, NULL, NULL}
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};
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#ifdef WITH_GAMEENGINE
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static RenderEngineType internal_game_type = {
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NULL, NULL,
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"BLENDER_GAME", N_("Blender Game"), RE_INTERNAL | RE_GAME,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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{NULL, NULL, NULL}
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};
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#endif
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ListBase R_engines = {NULL, NULL};
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void RE_engines_init(void)
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{
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BLI_addtail(&R_engines, &internal_render_type);
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#ifdef WITH_GAMEENGINE
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BLI_addtail(&R_engines, &internal_game_type);
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#endif
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}
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void RE_engines_exit(void)
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{
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RenderEngineType *type, *next;
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for (type = R_engines.first; type; type = next) {
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next = type->next;
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BLI_remlink(&R_engines, type);
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if (!(type->flag & RE_INTERNAL)) {
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if (type->ext.free)
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type->ext.free(type->ext.data);
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MEM_freeN(type);
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}
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}
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}
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RenderEngineType *RE_engines_find(const char *idname)
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{
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RenderEngineType *type;
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type = BLI_findstring(&R_engines, idname, offsetof(RenderEngineType, idname));
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if (!type)
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type = &internal_render_type;
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return type;
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}
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bool RE_engine_is_external(Render *re)
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{
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RenderEngineType *type = RE_engines_find(re->r.engine);
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return (type && type->render);
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}
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/* Create, Free */
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RenderEngine *RE_engine_create(RenderEngineType *type)
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{
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return RE_engine_create_ex(type, false);
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}
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RenderEngine *RE_engine_create_ex(RenderEngineType *type, bool use_for_viewport)
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{
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RenderEngine *engine = MEM_callocN(sizeof(RenderEngine), "RenderEngine");
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engine->type = type;
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if (use_for_viewport) {
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engine->flag |= RE_ENGINE_USED_FOR_VIEWPORT;
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BLI_threaded_malloc_begin();
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}
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return engine;
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}
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void RE_engine_free(RenderEngine *engine)
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{
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#ifdef WITH_PYTHON
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if (engine->py_instance) {
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BPY_DECREF_RNA_INVALIDATE(engine->py_instance);
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}
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#endif
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if (engine->flag & RE_ENGINE_USED_FOR_VIEWPORT) {
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BLI_threaded_malloc_end();
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}
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MEM_freeN(engine);
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}
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/* Render Results */
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static RenderPart *get_part_from_result(Render *re, RenderResult *result)
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{
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RenderPart *pa;
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for (pa = re->parts.first; pa; pa = pa->next) {
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if (result->tilerect.xmin == pa->disprect.xmin - re->disprect.xmin &&
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result->tilerect.ymin == pa->disprect.ymin - re->disprect.ymin &&
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result->tilerect.xmax == pa->disprect.xmax - re->disprect.xmin &&
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result->tilerect.ymax == pa->disprect.ymax - re->disprect.ymin)
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{
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return pa;
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}
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}
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return NULL;
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}
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RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname)
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{
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Render *re = engine->re;
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RenderResult *result;
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rcti disprect;
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/* ensure the coordinates are within the right limits */
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CLAMP(x, 0, re->result->rectx);
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CLAMP(y, 0, re->result->recty);
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CLAMP(w, 0, re->result->rectx);
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CLAMP(h, 0, re->result->recty);
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if (x + w > re->result->rectx)
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w = re->result->rectx - x;
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if (y + h > re->result->recty)
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h = re->result->recty - y;
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/* allocate a render result */
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disprect.xmin = x;
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disprect.xmax = x + w;
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disprect.ymin = y;
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disprect.ymax = y + h;
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result = render_result_new(re, &disprect, 0, RR_USE_MEM, layername, viewname);
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/* todo: make this thread safe */
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/* can be NULL if we CLAMP the width or height to 0 */
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if (result) {
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render_result_clone_passes(re, result, viewname);
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RenderPart *pa;
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/* Copy EXR tile settings, so pipeline knows whether this is a result
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* for Save Buffers enabled rendering.
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*/
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result->do_exr_tile = re->result->do_exr_tile;
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BLI_addtail(&engine->fullresult, result);
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result->tilerect.xmin += re->disprect.xmin;
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result->tilerect.xmax += re->disprect.xmin;
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result->tilerect.ymin += re->disprect.ymin;
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result->tilerect.ymax += re->disprect.ymin;
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pa = get_part_from_result(re, result);
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if (pa)
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pa->status = PART_STATUS_IN_PROGRESS;
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}
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return result;
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}
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void RE_engine_update_result(RenderEngine *engine, RenderResult *result)
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{
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Render *re = engine->re;
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if (result) {
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result->renlay = result->layers.first; /* weak, draws first layer always */
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re->display_update(re->duh, result, NULL);
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}
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}
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void RE_engine_add_pass(RenderEngine *engine, const char *name, int channels, const char *chan_id, const char *layername)
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{
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Render *re = engine->re;
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if (!re || !re->result) {
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return;
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}
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render_result_add_pass(re->result, name, channels, chan_id, layername, NULL);
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}
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void RE_engine_end_result(RenderEngine *engine, RenderResult *result, bool cancel, bool highlight, bool merge_results)
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{
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Render *re = engine->re;
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if (!result) {
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return;
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}
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/* merge. on break, don't merge in result for preview renders, looks nicer */
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if (!highlight) {
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/* for exr tile render, detect tiles that are done */
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RenderPart *pa = get_part_from_result(re, result);
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if (pa) {
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pa->status = (!cancel && merge_results)? PART_STATUS_MERGED: PART_STATUS_RENDERED;
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}
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else if (re->result->do_exr_tile) {
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/* if written result does not match any tile and we are using save
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* buffers, we are going to get openexr save errors */
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fprintf(stderr, "RenderEngine.end_result: dimensions do not match any OpenEXR tile.\n");
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}
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}
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if (!cancel || merge_results) {
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if (re->result->do_exr_tile) {
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if (!cancel && merge_results) {
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render_result_exr_file_merge(re->result, result, re->viewname);
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}
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}
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else if (!(re->test_break(re->tbh) && (re->r.scemode & R_BUTS_PREVIEW)))
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render_result_merge(re->result, result);
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/* draw */
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if (!re->test_break(re->tbh)) {
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result->renlay = result->layers.first; /* weak, draws first layer always */
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re->display_update(re->duh, result, NULL);
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}
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}
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/* free */
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BLI_remlink(&engine->fullresult, result);
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render_result_free(result);
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}
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RenderResult *RE_engine_get_result(RenderEngine *engine)
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{
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return engine->re->result;
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}
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/* Cancel */
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bool RE_engine_test_break(RenderEngine *engine)
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{
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Render *re = engine->re;
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if (re)
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return re->test_break(re->tbh);
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return 0;
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}
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/* Statistics */
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void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info)
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{
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Render *re = engine->re;
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/* stats draw callback */
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if (re) {
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re->i.statstr = stats;
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re->i.infostr = info;
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re->stats_draw(re->sdh, &re->i);
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re->i.infostr = NULL;
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re->i.statstr = NULL;
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}
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/* set engine text */
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engine->text[0] = '\0';
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if (stats && stats[0] && info && info[0])
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BLI_snprintf(engine->text, sizeof(engine->text), "%s | %s", stats, info);
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else if (info && info[0])
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BLI_strncpy(engine->text, info, sizeof(engine->text));
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else if (stats && stats[0])
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BLI_strncpy(engine->text, stats, sizeof(engine->text));
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}
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void RE_engine_update_progress(RenderEngine *engine, float progress)
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{
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Render *re = engine->re;
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if (re) {
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CLAMP(progress, 0.0f, 1.0f);
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re->progress(re->prh, progress);
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}
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}
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void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak)
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{
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Render *re = engine->re;
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if (re) {
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re->i.mem_used = mem_used;
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re->i.mem_peak = mem_peak;
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}
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}
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void RE_engine_report(RenderEngine *engine, int type, const char *msg)
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{
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Render *re = engine->re;
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if (re)
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BKE_report(engine->re->reports, type, msg);
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else if (engine->reports)
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BKE_report(engine->reports, type, msg);
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}
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void RE_engine_set_error_message(RenderEngine *engine, const char *msg)
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{
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Render *re = engine->re;
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if (re != NULL) {
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RenderResult *rr = RE_AcquireResultRead(re);
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if (rr) {
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if (rr->error != NULL) {
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MEM_freeN(rr->error);
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}
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rr->error = BLI_strdup(msg);
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}
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RE_ReleaseResult(re);
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}
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}
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const char *RE_engine_active_view_get(RenderEngine *engine)
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{
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Render *re = engine->re;
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return RE_GetActiveRenderView(re);
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}
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void RE_engine_active_view_set(RenderEngine *engine, const char *viewname)
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{
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Render *re = engine->re;
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RE_SetActiveRenderView(re, viewname);
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}
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float RE_engine_get_camera_shift_x(RenderEngine *engine, Object *camera, bool use_spherical_stereo)
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{
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Render *re = engine->re;
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/* when using spherical stereo, get camera shift without multiview, leaving stereo to be handled by the engine */
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if (use_spherical_stereo)
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re = NULL;
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return BKE_camera_multiview_shift_x(re ? &re->r : NULL, camera, re->viewname);
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}
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void RE_engine_get_camera_model_matrix(RenderEngine *engine, Object *camera, bool use_spherical_stereo, float *r_modelmat)
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{
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Render *re = engine->re;
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/* when using spherical stereo, get model matrix without multiview, leaving stereo to be handled by the engine */
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if (use_spherical_stereo)
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re = NULL;
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BKE_camera_multiview_model_matrix(re ? &re->r : NULL, camera, re->viewname, (float (*)[4])r_modelmat);
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}
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bool RE_engine_get_spherical_stereo(RenderEngine *engine, Object *camera)
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{
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Render *re = engine->re;
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return BKE_camera_multiview_spherical_stereo(re ? &re->r : NULL, camera) ? 1 : 0;
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}
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rcti* RE_engine_get_current_tiles(Render *re, int *r_total_tiles, bool *r_needs_free)
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{
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static rcti tiles_static[BLENDER_MAX_THREADS];
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const int allocation_step = BLENDER_MAX_THREADS;
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RenderPart *pa;
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int total_tiles = 0;
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rcti *tiles = tiles_static;
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int allocation_size = BLENDER_MAX_THREADS;
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BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_READ);
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*r_needs_free = false;
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if (re->engine && (re->engine->flag & RE_ENGINE_HIGHLIGHT_TILES) == 0) {
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*r_total_tiles = 0;
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BLI_rw_mutex_unlock(&re->partsmutex);
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return NULL;
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}
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for (pa = re->parts.first; pa; pa = pa->next) {
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if (pa->status == PART_STATUS_IN_PROGRESS) {
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if (total_tiles >= allocation_size) {
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/* Just in case we're using crazy network rendering with more
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* workers than BLENDER_MAX_THREADS.
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*/
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allocation_size += allocation_step;
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if (tiles == tiles_static) {
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/* Can not realloc yet, tiles are pointing to a
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* stack memory.
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*/
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tiles = MEM_mallocN(allocation_size * sizeof(rcti), "current engine tiles");
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}
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else {
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tiles = MEM_reallocN(tiles, allocation_size * sizeof(rcti));
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}
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*r_needs_free = true;
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}
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tiles[total_tiles] = pa->disprect;
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if (pa->crop) {
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tiles[total_tiles].xmin += pa->crop;
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tiles[total_tiles].ymin += pa->crop;
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tiles[total_tiles].xmax -= pa->crop;
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tiles[total_tiles].ymax -= pa->crop;
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}
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total_tiles++;
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}
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}
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BLI_rw_mutex_unlock(&re->partsmutex);
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*r_total_tiles = total_tiles;
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return tiles;
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}
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RenderData *RE_engine_get_render_data(Render *re)
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{
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return &re->r;
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}
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/* Bake */
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void RE_bake_engine_set_engine_parameters(Render *re, Main *bmain, Scene *scene)
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{
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re->scene = scene;
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re->main = bmain;
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render_copy_renderdata(&re->r, &scene->r);
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}
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bool RE_bake_has_engine(Render *re)
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{
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RenderEngineType *type = RE_engines_find(re->r.engine);
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return (type->bake != NULL);
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}
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bool RE_bake_engine(
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Render *re, Object *object,
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const int object_id, const BakePixel pixel_array[],
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const size_t num_pixels, const int depth,
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const eScenePassType pass_type, const int pass_filter,
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float result[])
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{
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RenderEngineType *type = RE_engines_find(re->r.engine);
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RenderEngine *engine;
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bool persistent_data = (re->r.mode & R_PERSISTENT_DATA) != 0;
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/* set render info */
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re->i.cfra = re->scene->r.cfra;
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BLI_strncpy(re->i.scene_name, re->scene->id.name + 2, sizeof(re->i.scene_name) - 2);
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re->i.totface = re->i.totvert = re->i.totstrand = re->i.totlamp = re->i.tothalo = 0;
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/* render */
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engine = re->engine;
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if (!engine) {
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engine = RE_engine_create(type);
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re->engine = engine;
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}
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engine->flag |= RE_ENGINE_RENDERING;
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/* TODO: actually link to a parent which shouldn't happen */
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engine->re = re;
|
|
|
|
engine->resolution_x = re->winx;
|
|
engine->resolution_y = re->winy;
|
|
|
|
RE_parts_init(re, false);
|
|
engine->tile_x = re->r.tilex;
|
|
engine->tile_y = re->r.tiley;
|
|
|
|
/* update is only called so we create the engine.session */
|
|
if (type->update)
|
|
type->update(engine, re->main, re->scene);
|
|
|
|
if (type->bake)
|
|
type->bake(engine, re->scene, object, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result);
|
|
|
|
engine->tile_x = 0;
|
|
engine->tile_y = 0;
|
|
engine->flag &= ~RE_ENGINE_RENDERING;
|
|
|
|
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
|
|
|
|
/* re->engine becomes zero if user changed active render engine during render */
|
|
if (!persistent_data || !re->engine) {
|
|
RE_engine_free(engine);
|
|
re->engine = NULL;
|
|
}
|
|
|
|
RE_parts_free(re);
|
|
BLI_rw_mutex_unlock(&re->partsmutex);
|
|
|
|
if (BKE_reports_contain(re->reports, RPT_ERROR))
|
|
G.is_break = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
void RE_engine_frame_set(RenderEngine *engine, int frame, float subframe)
|
|
{
|
|
Render *re = engine->re;
|
|
Scene *scene = re->scene;
|
|
double cfra = (double)frame + (double)subframe;
|
|
|
|
CLAMP(cfra, MINAFRAME, MAXFRAME);
|
|
BKE_scene_frame_set(scene, cfra);
|
|
|
|
#ifdef WITH_PYTHON
|
|
BPy_BEGIN_ALLOW_THREADS;
|
|
#endif
|
|
|
|
/* It's possible that here we're including layers which were never visible before. */
|
|
BKE_scene_update_for_newframe_ex(re->eval_ctx, re->main, scene, (1 << 20) - 1, true);
|
|
|
|
#ifdef WITH_PYTHON
|
|
BPy_END_ALLOW_THREADS;
|
|
#endif
|
|
|
|
BKE_scene_camera_switch_update(scene);
|
|
}
|
|
|
|
/* Render */
|
|
|
|
static bool render_layer_exclude_animated(Scene *scene, SceneRenderLayer *srl)
|
|
{
|
|
PointerRNA ptr;
|
|
PropertyRNA *prop;
|
|
|
|
RNA_pointer_create(&scene->id, &RNA_SceneRenderLayer, srl, &ptr);
|
|
prop = RNA_struct_find_property(&ptr, "layers_exclude");
|
|
|
|
return RNA_property_animated(&ptr, prop);
|
|
}
|
|
|
|
int RE_engine_render(Render *re, int do_all)
|
|
{
|
|
RenderEngineType *type = RE_engines_find(re->r.engine);
|
|
RenderEngine *engine;
|
|
bool persistent_data = (re->r.mode & R_PERSISTENT_DATA) != 0;
|
|
|
|
/* verify if we can render */
|
|
if (!type->render)
|
|
return 0;
|
|
if ((re->r.scemode & R_BUTS_PREVIEW) && !(type->flag & RE_USE_PREVIEW))
|
|
return 0;
|
|
if (do_all && !(type->flag & RE_USE_POSTPROCESS))
|
|
return 0;
|
|
if (!do_all && (type->flag & RE_USE_POSTPROCESS))
|
|
return 0;
|
|
|
|
/* Lock drawing in UI during data phase. */
|
|
if (re->draw_lock) {
|
|
re->draw_lock(re->dlh, 1);
|
|
}
|
|
|
|
/* update animation here so any render layer animation is applied before
|
|
* creating the render result */
|
|
if ((re->r.scemode & (R_NO_FRAME_UPDATE | R_BUTS_PREVIEW)) == 0) {
|
|
unsigned int lay = re->lay;
|
|
|
|
/* don't update layers excluded on all render layers */
|
|
if (type->flag & RE_USE_EXCLUDE_LAYERS) {
|
|
SceneRenderLayer *srl;
|
|
unsigned int non_excluded_lay = 0;
|
|
|
|
if (re->r.scemode & R_SINGLE_LAYER) {
|
|
srl = BLI_findlink(&re->r.layers, re->r.actlay);
|
|
if (srl) {
|
|
non_excluded_lay |= ~(srl->lay_exclude & ~srl->lay_zmask);
|
|
|
|
/* in this case we must update all because animation for
|
|
* the scene has not been updated yet, and so may not be
|
|
* up to date until after BKE_scene_update_for_newframe */
|
|
if (render_layer_exclude_animated(re->scene, srl))
|
|
non_excluded_lay |= ~0;
|
|
}
|
|
}
|
|
else {
|
|
for (srl = re->r.layers.first; srl; srl = srl->next) {
|
|
if (!(srl->layflag & SCE_LAY_DISABLE)) {
|
|
non_excluded_lay |= ~(srl->lay_exclude & ~srl->lay_zmask);
|
|
|
|
if (render_layer_exclude_animated(re->scene, srl))
|
|
non_excluded_lay |= ~0;
|
|
}
|
|
}
|
|
}
|
|
|
|
lay &= non_excluded_lay;
|
|
}
|
|
|
|
BKE_scene_update_for_newframe_ex(re->eval_ctx, re->main, re->scene, lay, true);
|
|
render_update_anim_renderdata(re, &re->scene->r);
|
|
}
|
|
|
|
/* create render result */
|
|
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
|
|
if (re->result == NULL || !(re->r.scemode & R_BUTS_PREVIEW)) {
|
|
int savebuffers = RR_USE_MEM;
|
|
|
|
if (re->result)
|
|
render_result_free(re->result);
|
|
|
|
if ((type->flag & RE_USE_SAVE_BUFFERS) && (re->r.scemode & R_EXR_TILE_FILE))
|
|
savebuffers = RR_USE_EXR;
|
|
re->result = render_result_new(re, &re->disprect, 0, savebuffers, RR_ALL_LAYERS, RR_ALL_VIEWS);
|
|
}
|
|
BLI_rw_mutex_unlock(&re->resultmutex);
|
|
|
|
if (re->result == NULL) {
|
|
/* Clear UI drawing locks. */
|
|
if (re->draw_lock) {
|
|
re->draw_lock(re->dlh, 0);
|
|
}
|
|
/* Too small image is handled earlier, here it could only happen if
|
|
* there was no sufficient memory to allocate all passes.
|
|
*/
|
|
BKE_report(re->reports, RPT_ERROR, "Failed allocate render result, out of memory");
|
|
G.is_break = true;
|
|
return 1;
|
|
}
|
|
|
|
/* set render info */
|
|
re->i.cfra = re->scene->r.cfra;
|
|
BLI_strncpy(re->i.scene_name, re->scene->id.name + 2, sizeof(re->i.scene_name));
|
|
re->i.totface = re->i.totvert = re->i.totstrand = re->i.totlamp = re->i.tothalo = 0;
|
|
|
|
/* render */
|
|
engine = re->engine;
|
|
|
|
if (!engine) {
|
|
engine = RE_engine_create(type);
|
|
re->engine = engine;
|
|
}
|
|
|
|
engine->flag |= RE_ENGINE_RENDERING;
|
|
|
|
/* TODO: actually link to a parent which shouldn't happen */
|
|
engine->re = re;
|
|
|
|
if (re->flag & R_ANIMATION)
|
|
engine->flag |= RE_ENGINE_ANIMATION;
|
|
if (re->r.scemode & R_BUTS_PREVIEW)
|
|
engine->flag |= RE_ENGINE_PREVIEW;
|
|
engine->camera_override = re->camera_override;
|
|
engine->layer_override = re->layer_override;
|
|
|
|
engine->resolution_x = re->winx;
|
|
engine->resolution_y = re->winy;
|
|
|
|
RE_parts_init(re, false);
|
|
engine->tile_x = re->partx;
|
|
engine->tile_y = re->party;
|
|
|
|
if (re->result->do_exr_tile)
|
|
render_result_exr_file_begin(re);
|
|
|
|
if (type->update)
|
|
type->update(engine, re->main, re->scene);
|
|
|
|
/* Clear UI drawing locks. */
|
|
if (re->draw_lock) {
|
|
re->draw_lock(re->dlh, 0);
|
|
}
|
|
|
|
if (type->render)
|
|
type->render(engine, re->scene);
|
|
|
|
engine->tile_x = 0;
|
|
engine->tile_y = 0;
|
|
engine->flag &= ~RE_ENGINE_RENDERING;
|
|
|
|
render_result_free_list(&engine->fullresult, engine->fullresult.first);
|
|
|
|
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
|
|
|
|
/* re->engine becomes zero if user changed active render engine during render */
|
|
if (!persistent_data || !re->engine) {
|
|
RE_engine_free(engine);
|
|
re->engine = NULL;
|
|
}
|
|
|
|
if (re->result->do_exr_tile) {
|
|
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
|
|
render_result_save_empty_result_tiles(re);
|
|
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);
|
|
}
|
|
|
|
RE_parts_free(re);
|
|
BLI_rw_mutex_unlock(&re->partsmutex);
|
|
|
|
if (BKE_reports_contain(re->reports, RPT_ERROR))
|
|
G.is_break = true;
|
|
|
|
#ifdef WITH_FREESTYLE
|
|
if (re->r.mode & R_EDGE_FRS)
|
|
RE_RenderFreestyleExternal(re);
|
|
#endif
|
|
|
|
return 1;
|
|
}
|
|
|
|
void RE_engine_register_pass(struct RenderEngine *engine, struct Scene *scene, struct SceneRenderLayer *srl,
|
|
const char *name, int UNUSED(channels), const char *UNUSED(chanid), int type)
|
|
{
|
|
/* The channel information is currently not used, but is part of the API in case it's needed in the future. */
|
|
|
|
if (!(scene && srl && engine)) {
|
|
return;
|
|
}
|
|
|
|
/* Register the pass in all scenes that have a render layer node for this layer.
|
|
* Since multiple scenes can be used in the compositor, the code must loop over all scenes
|
|
* and check whether their nodetree has a node that needs to be updated. */
|
|
/* NOTE: using G_MAIN seems valid here,
|
|
* unless we want to register that for every other temp Main we could generate??? */
|
|
for (Scene *sce = G_MAIN->scene.first; sce; sce = sce->id.next) {
|
|
if (sce->nodetree) {
|
|
ntreeCompositRegisterPass(sce->nodetree, scene, srl, name, type);
|
|
}
|
|
}
|
|
}
|