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blender-archive/source/blender/render/intern/pipeline.c

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C

/*
* 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.
*/
/** \file
* \ingroup render
*/
#include <errno.h>
#include <limits.h>
#include <math.h>
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include "DNA_anim_types.h"
#include "DNA_collection_types.h"
#include "DNA_image_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_fileops.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_path_util.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_threads.h"
#include "BLI_timecode.h"
#include "BLT_translation.h"
#include "BKE_anim_data.h"
#include "BKE_animsys.h" /* <------ should this be here?, needed for sequencer update */
#include "BKE_callbacks.h"
#include "BKE_camera.h"
#include "BKE_colortools.h"
#include "BKE_context.h" /* XXX needed by wm_window.h */
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h"
#include "BKE_lib_remap.h"
#include "BKE_mask.h"
#include "BKE_modifier.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_pointcache.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_sound.h"
#include "BKE_writeavi.h" /* <------ should be replaced once with generic movie module */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_query.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "IMB_metadata.h"
#include "PIL_time.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "RE_texture.h"
#include "SEQ_relations.h"
#include "SEQ_render.h"
#include "../../windowmanager/WM_api.h" /* XXX */
#include "../../windowmanager/wm_window.h" /* XXX */
#include "GPU_context.h"
#ifdef WITH_FREESTYLE
# include "FRS_freestyle.h"
#endif
#include "DEG_depsgraph.h"
/* internal */
#include "initrender.h"
#include "pipeline.h"
#include "render_result.h"
#include "render_types.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}};
/* ********* callbacks ******** */
static void render_callback_exec_null(Render *re, Main *bmain, eCbEvent evt)
{
if (re->r.scemode & R_BUTS_PREVIEW) {
return;
}
BKE_callback_exec_null(bmain, evt);
}
static void render_callback_exec_id(Render *re, Main *bmain, ID *id, eCbEvent evt)
{
if (re->r.scemode & R_BUTS_PREVIEW) {
return;
}
BKE_callback_exec_id(bmain, id, evt);
}
/* ********* alloc and free ******** */
static int do_write_image_or_movie(Render *re,
Main *bmain,
Scene *scene,
bMovieHandle *mh,
const int totvideos,
const char *name_override);
/* 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)
{
if (rs->infostr == NULL) {
return;
}
uintptr_t mem_in_use, peak_memory;
float megs_used_memory, megs_peak_memory;
char info_time_str[32];
mem_in_use = MEM_get_memory_in_use();
peak_memory = MEM_get_peak_memory();
megs_used_memory = (mem_in_use) / (1024.0 * 1024.0);
megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
fprintf(stdout,
TIP_("Fra:%d Mem:%.2fM (Peak %.2fM) "),
rs->cfra,
megs_used_memory,
megs_peak_memory);
BLI_timecode_string_from_time_simple(
info_time_str, sizeof(info_time_str), PIL_check_seconds_timer() - rs->starttime);
fprintf(stdout, TIP_("| Time:%s | "), info_time_str);
fprintf(stdout, "%s", rs->infostr);
/* Flush stdout to be sure python callbacks are printing stuff after blender. */
fflush(stdout);
/* NOTE: using G_MAIN seems valid here???
* Not sure it's actually even used anyway, we could as well pass NULL? */
BKE_callback_exec_null(G_MAIN, BKE_CB_EVT_RENDER_STATS);
fputc('\n', stdout);
fflush(stdout);
}
static void render_print_save_message(ReportList *reports, const char *name, int ok, int err)
{
if (ok) {
/* no need to report, just some helpful console info */
printf("Saved: '%s'\n", name);
}
else {
/* report on error since users will want to know what failed */
BKE_reportf(reports, RPT_ERROR, "Render error (%s) cannot save: '%s'", strerror(err), name);
}
}
static int render_imbuf_write_stamp_test(ReportList *reports,
Scene *scene,
struct RenderResult *rr,
ImBuf *ibuf,
const char *name,
const ImageFormatData *imf,
bool stamp)
{
int ok;
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);
}
render_print_save_message(reports, name, ok, errno);
return ok;
}
void RE_FreeRenderResult(RenderResult *rr)
{
render_result_free(rr);
}
float *RE_RenderLayerGetPass(volatile RenderLayer *rl, const char *name, const char *viewname)
{
RenderPass *rpass = RE_pass_find_by_name(rl, name, viewname);
return rpass ? rpass->rect : NULL;
}
RenderLayer *RE_GetRenderLayer(RenderResult *rr, const char *name)
{
if (rr == NULL) {
return NULL;
}
return BLI_findstring(&rr->layers, name, offsetof(RenderLayer, name));
}
bool RE_HasSingleLayer(Render *re)
{
return (re->r.scemode & R_SINGLE_LAYER);
}
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)
{
ViewLayer *view_layer = BLI_findlink(&re->view_layers, re->active_view_layer);
if (view_layer) {
RenderLayer *rl = BLI_findstring(&rr->layers, view_layer->name, offsetof(RenderLayer, name));
if (rl) {
return rl;
}
}
return rr->layers.first;
}
static bool render_scene_has_layers_to_render(Scene *scene, ViewLayer *single_layer)
{
if (single_layer) {
return true;
}
ViewLayer *view_layer;
for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
if (view_layer->flag & VIEW_LAYER_RENDER) {
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_ClearResult(Render *re)
{
if (re) {
render_result_free(re->result);
re->result = 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;
}
void RE_SetScene(Render *re, Scene *sce)
{
if (re) {
re->scene = sce;
}
}
/**
* 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, RE_PASSNAME_COMBINED, rview->name);
}
}
if (rv->rectz == NULL) {
for (rview = (RenderView *)rr->views.first; rview; rview = rview->next) {
rview->rectz = RE_RenderLayerGetPass(rl, RE_PASSNAME_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->have_combined = (rv->rectf != NULL);
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, RE_PASSNAME_COMBINED, rv->name);
}
if (rv->rectz == NULL) {
rr->rectz = RE_RenderLayerGetPass(rl, RE_PASSNAME_Z, rv->name);
}
}
rr->layers = re->result->layers;
rr->views = re->result->views;
rr->xof = re->disprect.xmin;
rr->yof = re->disprect.ymin;
rr->stamp_data = re->result->stamp_data;
}
}
}
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 int 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_InitRenderCB(re);
return re;
}
/* MAX_ID_NAME + sizeof(Library->name) + space + null-terminator. */
#define MAX_SCENE_RENDER_NAME (MAX_ID_NAME + 1024 + 2)
static void scene_render_name_get(const Scene *scene, const size_t max_size, char *render_name)
{
if (ID_IS_LINKED(scene)) {
BLI_snprintf(render_name, max_size, "%s %s", scene->id.lib->id.name, scene->id.name);
}
else {
BLI_snprintf(render_name, max_size, "%s", scene->id.name);
}
}
Render *RE_GetSceneRender(const Scene *scene)
{
char render_name[MAX_SCENE_RENDER_NAME];
scene_render_name_get(scene, sizeof(render_name), render_name);
return RE_GetRender(render_name);
}
Render *RE_NewSceneRender(const Scene *scene)
{
char render_name[MAX_SCENE_RENDER_NAME];
scene_render_name_get(scene, sizeof(render_name), render_name);
return RE_NewRender(render_name);
}
/* 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->view_layers);
BLI_freelistN(&re->r.views);
BKE_curvemapping_free_data(&re->r.mblur_shutter_curve);
/* main dbase can already be invalid now, some database-free code checks it */
re->main = NULL;
re->scene = NULL;
render_result_free(re->result);
render_result_free(re->pushedresult);
BLI_remlink(&RenderGlobal.renderlist, re);
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
}
void RE_FreeAllPersistentData(void)
{
Render *re;
for (re = RenderGlobal.renderlist.first; re != NULL; re = re->next) {
if ((re->r.mode & R_PERSISTENT_DATA) != 0 && re->engine != NULL) {
RE_engine_free(re->engine);
re->engine = NULL;
}
}
}
/* 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;
/* not supported by any current renderer */
scemode &= ~R_FULL_SAMPLE;
#ifdef WITH_OPENEXR
if (scemode & R_FULL_SAMPLE) {
scemode |= R_EXR_TILE_FILE; /* enable automatic */
}
#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(),
* 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;
}
}
void render_copy_renderdata(RenderData *to, RenderData *from)
{
BLI_freelistN(&to->views);
BKE_curvemapping_free_data(&to->mblur_shutter_curve);
*to = *from;
BLI_duplicatelist(&to->views, &from->views);
BKE_curvemapping_copy_data(&to->mblur_shutter_curve, &from->mblur_shutter_curve);
}
/* 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,
ListBase *render_layers,
ViewLayer *single_layer,
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 */
render_copy_renderdata(&re->r, rd);
BLI_freelistN(&re->view_layers);
BLI_duplicatelist(&re->view_layers, render_layers);
re->active_view_layer = 0;
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);
/* disable border if it's a full render anyway */
if (re->r.border.xmin == 0.0f && re->r.border.xmax == 1.0f && re->r.border.ymin == 0.0f &&
re->r.border.ymax == 1.0f) {
re->r.mode &= ~R_BORDER;
}
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);
if (single_layer) {
int index = BLI_findindex(render_layers, single_layer);
if (index != -1) {
re->active_view_layer = index;
re->r.scemode |= R_SINGLE_LAYER;
}
}
/* 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) {
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) {
ViewLayer *active_render_layer = BLI_findlink(&re->view_layers, re->active_view_layer);
RenderLayer *rl;
bool have_layer = false;
for (rl = re->result->layers.first; rl; rl = rl->next) {
if (STREQ(rl->name, active_render_layer->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, "");
}
/* ensure renderdatabase can use part settings correct */
RE_parts_clamp(re);
BLI_rw_mutex_unlock(&re->resultmutex);
RE_init_threadcount(re);
RE_point_density_fix_linking();
}
/* 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, RE_PASSNAME_COMBINED, NULL);
}
}
if (src_rectf != NULL) {
float *dst_rectf = NULL;
re->result = render_result_new(re, &re->disprect, 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, RE_PASSNAME_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, ListBase *render_layers)
{
/* filter */
re->r.gauss = rd->gauss;
/* motion blur */
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->view_layers);
BLI_duplicatelist(&re->view_layers, render_layers);
/* render views */
BLI_freelistN(&re->r.views);
BLI_duplicatelist(&re->r.views, &rd->views);
}
/* 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, bool lock))
{
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;
}
/* ********* GL Context ******** */
void RE_gl_context_create(Render *re)
{
/* Needs to be created in the main ogl thread. */
re->gl_context = WM_opengl_context_create();
/* So we activate the window's one afterwards. */
wm_window_reset_drawable();
}
void RE_gl_context_destroy(Render *re)
{
/* Needs to be called from the thread which used the ogl context for rendering. */
if (re->gl_context) {
if (re->gpu_context) {
WM_opengl_context_activate(re->gl_context);
GPU_context_active_set(re->gpu_context);
GPU_context_discard(re->gpu_context);
re->gpu_context = NULL;
}
WM_opengl_context_dispose(re->gl_context);
re->gl_context = NULL;
}
}
void *RE_gl_context_get(Render *re)
{
return re->gl_context;
}
void *RE_gpu_context_get(Render *re)
{
if (re->gpu_context == NULL) {
re->gpu_context = GPU_context_create(NULL);
}
return re->gpu_context;
}
/* ********* 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
/* ************ This part uses API, for rendering Blender scenes ********** */
static void do_render_3d(Render *re)
{
re->current_scene_update(re->suh, re->scene);
RE_engine_render(re, false);
}
/* 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;
}
static void render_result_uncrop(Render *re)
{
/* when using border render with crop disabled, insert render result into
* full size with black pixels outside */
if (re->result && (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, RR_USE_MEM, RR_ALL_LAYERS, RR_ALL_VIEWS);
rres->stamp_data = BKE_stamp_data_copy(re->result->stamp_data);
render_result_clone_passes(re, rres, NULL);
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;
}
}
}
/* main render routine, no compositing */
static void do_render(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);
do_render_3d(re);
/* when border render, check if we have to insert it in black */
render_result_uncrop(re);
}
/* 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_NewSceneRender(sce);
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, &sce->view_layers, 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;
/* 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(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;
}
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) {
return false;
}
return true;
}
static void ntree_render_scenes(Render *re)
{
bNode *node;
int cfra = re->scene->r.cfra;
Scene *restore_scene = re->scene;
if (re->scene->nodetree == NULL) {
return;
}
/* now foreach render-result node we do a full render */
/* results are stored in a way compositor will find it */
GSet *scenes_rendered = BLI_gset_ptr_new(__func__);
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) {
Scene *scene = (Scene *)node->id;
if (!BLI_gset_haskey(scenes_rendered, scene) &&
render_scene_has_layers_to_render(scene, false)) {
render_scene(re, scene, cfra);
BLI_gset_add(scenes_rendered, scene);
nodeUpdate(restore_scene->nodetree, node);
}
}
}
}
BLI_gset_free(scenes_rendered, NULL);
}
/* bad call... need to think over proper method still */
static void render_composit_stats(void *arg, const char *str)
{
Render *re = (Render *)arg;
RenderStats i;
memcpy(&i, &re->i, sizeof(i));
i.infostr = str;
re->stats_draw(re->sdh, &i);
}
/* returns fully composited render-result on given time step (in RenderData) */
static void do_render_composite(Render *re)
{
bNodeTree *ntree = re->pipeline_scene_eval->nodetree;
int update_newframe = 0;
if (composite_needs_render(re->pipeline_scene_eval, 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(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, 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->pipeline_scene_eval);
}
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;
ntree->tbh = re->tbh;
ntree->prh = re->prh;
if (update_newframe) {
/* If we have consistent depsgraph now would be a time to update them. */
}
RenderView *rv;
for (rv = re->result->views.first; rv; rv = rv->next) {
ntreeCompositExecTree(re->pipeline_scene_eval,
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;
}
}
}
/* weak... the display callback wants an active renderlayer pointer... */
if (re->result != NULL) {
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);
Object *ob_camera_eval = DEG_get_evaluated_object(re->pipeline_depsgraph, RE_GetCamera(re));
BKE_image_stamp_buf(re->scene,
ob_camera_eval,
(re->r.stamp & R_STAMP_STRIPMETA) ? rres.stamp_data : NULL,
(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;
int view_id, tot_views;
struct ImBuf **ibuf_arr;
int re_x, re_y;
re->i.cfra = cfra;
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");
SEQ_render_new_render_data(re->main,
re->pipeline_depsgraph,
re->scene,
re_x,
re_y,
SEQ_RENDER_SIZE_SCENE,
true,
&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 = SEQ_render_give_ibuf(&context, cfra, 0);
if (out) {
ibuf_arr[view_id] = IMB_dupImBuf(out);
IMB_metadata_copy(ibuf_arr[view_id], out);
IMB_freeImBuf(out);
SEQ_render_imbuf_from_sequencer_space(re->pipeline_scene_eval, 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 */
RE_render_result_rect_from_ibuf(rr, &re->r, ibuf_arr[view_id], view_id);
if (ibuf_arr[view_id]->metadata && (re->r.stamp & R_STAMP_STRIPMETA)) {
/* ensure render stamp info first */
BKE_render_result_stamp_info(NULL, NULL, rr, true);
BKE_stamp_info_from_imbuf(rr, ibuf_arr[view_id]);
}
if (recurs_depth == 0) { /* With nested scenes, only free on top-level. */
Editing *ed = re->pipeline_scene_eval->ed;
if (ed) {
SEQ_relations_free_imbuf(re->pipeline_scene_eval, &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 + 3d render + compositing */
static void do_render_all_options(Render *re)
{
bool render_seq = false;
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->main, re->r.cfra);
SEQ_relations_free_all_anim_ibufs(re->scene, re->r.cfra);
if (RE_engine_render(re, true)) {
/* 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);
render_seq = true;
}
re->stats_draw(re->sdh, &re->i);
re->display_update(re->duh, re->result, NULL);
}
else {
do_render_composite(re);
}
re->i.lastframetime = PIL_check_seconds_timer() - re->i.starttime;
re->stats_draw(re->sdh, &re->i);
/* save render result stamp if needed */
if (re->result != NULL) {
/* sequence rendering should have taken care of that already */
if (!(render_seq && (re->r.stamp & R_STAMP_STRIPMETA))) {
Object *ob_camera_eval = DEG_get_evaluated_object(re->pipeline_depsgraph, RE_GetCamera(re));
BKE_render_result_stamp_info(re->scene, ob_camera_eval, re->result, false);
}
/* 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);
}
}
}
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 == NULL) {
sce->camera = BKE_view_layer_camera_find(BKE_view_layer_default_render(sce));
}
if (sce->camera == NULL) {
/* all render layers nodes need camera */
return false;
}
}
node = node->next;
}
return true;
}
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 (camera == NULL || (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)
{
const char *err_msg = "No camera found in scene \"%s\"";
if (camera_override == NULL && scene->camera == NULL) {
scene->camera = BKE_view_layer_camera_find(BKE_view_layer_default_render(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->flag & SEQ_SCENE_STRIPS) == 0) &&
(seq->scene != NULL)) {
if (!seq->scene_camera) {
if (!seq->scene->camera &&
!BKE_view_layer_camera_find(BKE_view_layer_default_render(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, err_msg, 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_reportf(reports, RPT_ERROR, err_msg, scene->id.name + 2);
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;
}
if (ELEM(node->type, NODE_GROUP, NODE_CUSTOM_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,
ViewLayer *single_layer,
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;
}
}
if (RE_seq_render_active(scene, &scene->r)) {
/* Sequencer */
if (scene->r.mode & R_BORDER) {
BKE_report(reports, RPT_ERROR, "Border rendering is not supported by sequencer");
return false;
}
}
else if ((scemode & R_DOCOMP) && scene->use_nodes) {
/* Compositor */
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;
}
}
}
else {
/* Regular Render */
if (!render_scene_has_layers_to_render(scene, single_layer)) {
BKE_report(reports, RPT_ERROR, "All render layers are disabled");
return 0;
}
}
/* check valid camera, without camera render is OK (compo, seq) */
if (!check_valid_camera(scene, camera_override, reports)) {
return 0;
}
return 1;
}
static void validate_render_settings(Render *re)
{
if (RE_engine_is_external(re)) {
/* not supported yet */
re->r.scemode &= ~R_FULL_SAMPLE;
}
}
static void update_physics_cache(Render *re,
Scene *scene,
ViewLayer *view_layer,
int UNUSED(anim_init))
{
PTCacheBaker baker;
memset(&baker, 0, sizeof(baker));
baker.bmain = re->main;
baker.scene = scene;
baker.view_layer = view_layer;
baker.depsgraph = BKE_scene_ensure_depsgraph(re->main, scene, view_layer);
baker.bake = 0;
baker.render = 1;
baker.anim_init = 1;
baker.quick_step = 1;
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_init_from_main(Render *re,
const RenderData *rd,
Main *bmain,
Scene *scene,
ViewLayer *single_layer,
Object *camera_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 business,
* 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->camera_override = camera_override;
re->viewname[0] = '\0';
/* not too nice, but it survives anim-border render */
if (anim) {
render_update_anim_renderdata(re, &scene->r, &scene->view_layers);
re->disprect = disprect;
return 1;
}
/*
* 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 */
ViewLayer *view_layer = BKE_view_layer_context_active_PLACEHOLDER(scene);
update_physics_cache(re, scene, view_layer, anim_init);
}
if (single_layer || 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, &scene->view_layers, single_layer, 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;
}
static void render_update_depsgraph(Render *re)
{
Scene *scene = re->scene;
DEG_evaluate_on_framechange(re->pipeline_depsgraph, CFRA);
BKE_scene_update_sound(re->pipeline_depsgraph, re->main);
}
static void render_init_depsgraph(Render *re)
{
Scene *scene = re->scene;
ViewLayer *view_layer = BKE_view_layer_default_render(re->scene);
re->pipeline_depsgraph = DEG_graph_new(re->main, scene, view_layer, DAG_EVAL_RENDER);
DEG_debug_name_set(re->pipeline_depsgraph, "RENDER PIPELINE");
/* Make sure there is a correct evaluated scene pointer. */
DEG_graph_build_for_render_pipeline(re->pipeline_depsgraph);
/* Update immediately so we have proper evaluated scene. */
render_update_depsgraph(re);
re->pipeline_scene_eval = DEG_get_evaluated_scene(re->pipeline_depsgraph);
}
/* general Blender frame render call */
void RE_RenderFrame(Render *re,
Main *bmain,
Scene *scene,
ViewLayer *single_layer,
Object *camera_override,
int frame,
const bool write_still)
{
render_callback_exec_id(re, re->main, &scene->id, BKE_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_init_from_main(re, &scene->r, bmain, scene, single_layer, camera_override, 0, 0)) {
const RenderData rd = scene->r;
MEM_reset_peak_memory();
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_PRE);
render_init_depsgraph(re);
do_render_all_options(re);
if (write_still && !G.is_break) {
if (BKE_imtype_is_movie(rd.im_format.imtype)) {
/* operator checks this but in case its called from elsewhere */
printf("Error: can't write single images with a movie format!\n");
}
else {
char name[FILE_MAX];
BKE_image_path_from_imformat(name,
rd.pic,
BKE_main_blendfile_path(bmain),
scene->r.cfra,
&rd.im_format,
(rd.scemode & R_EXTENSION) != 0,
false,
NULL);
/* reports only used for Movie */
do_write_image_or_movie(re, bmain, scene, NULL, 0, name);
}
}
/* keep after file save */
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_POST);
if (write_still) {
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_WRITE);
}
}
render_callback_exec_id(re,
re->main,
&scene->id,
G.is_break ? BKE_CB_EVT_RENDER_CANCEL : BKE_CB_EVT_RENDER_COMPLETE);
RE_CleanAfterRender(re);
/* UGLY WARNING */
G.is_rendering = false;
}
#ifdef WITH_FREESTYLE
/* Not freestyle specific, currently only used by free-style. */
static void change_renderdata_engine(Render *re, const char *new_engine)
{
if (!STREQ(re->r.engine, new_engine)) {
if (re->engine) {
RE_engine_free(re->engine);
re->engine = NULL;
}
BLI_strncpy(re->r.engine, new_engine, sizeof(re->r.engine));
}
}
static bool use_eevee_for_freestyle_render(Render *re)
{
RenderEngineType *type = RE_engines_find(re->r.engine);
return !(type->flag & RE_USE_CUSTOM_FREESTYLE);
}
void RE_RenderFreestyleStrokes(Render *re, Main *bmain, Scene *scene, int render)
{
re->result_ok = 0;
if (render_init_from_main(re, &scene->r, bmain, scene, NULL, NULL, 0, 0)) {
if (render) {
char scene_engine[32];
BLI_strncpy(scene_engine, re->r.engine, sizeof(scene_engine));
if (use_eevee_for_freestyle_render(re)) {
change_renderdata_engine(re, RE_engine_id_BLENDER_EEVEE);
}
do_render_3d(re);
change_renderdata_engine(re, scene_engine);
}
}
re->result_ok = 1;
}
void RE_RenderFreestyleExternal(Render *re)
{
if (re->test_break(re->tbh)) {
return;
}
FRS_init_stroke_renderer(re);
LISTBASE_FOREACH (RenderView *, rv, &re->result->views) {
RE_SetActiveRenderView(re, rv->name);
ViewLayer *active_view_layer = BLI_findlink(&re->view_layers, re->active_view_layer);
FRS_begin_stroke_rendering(re);
LISTBASE_FOREACH (ViewLayer *, view_layer, &re->view_layers) {
if ((re->r.scemode & R_SINGLE_LAYER) && view_layer != active_view_layer) {
continue;
}
if (FRS_is_freestyle_enabled(view_layer)) {
FRS_do_stroke_rendering(re, view_layer);
}
}
FRS_end_stroke_rendering(re);
}
}
#endif
bool RE_WriteRenderViewsImage(
ReportList *reports, RenderResult *rr, Scene *scene, const bool stamp, char *name)
{
bool ok = true;
RenderData *rd = &scene->r;
if (!rr) {
return false;
}
bool is_mono = BLI_listbase_count_at_most(&rr->views, 2) < 2;
bool is_exr_rr = ELEM(rd->im_format.imtype, R_IMF_IMTYPE_OPENEXR, R_IMF_IMTYPE_MULTILAYER) &&
RE_HasFloatPixels(rr);
if (rd->im_format.views_format == R_IMF_VIEWS_MULTIVIEW && is_exr_rr) {
ok = RE_WriteRenderResult(reports, rr, name, &rd->im_format, NULL, -1);
render_print_save_message(reports, name, ok, errno);
}
/* mono, legacy code */
else if (is_mono || (rd->im_format.views_format == R_IMF_VIEWS_INDIVIDUAL)) {
RenderView *rv;
int 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 (is_exr_rr) {
ok = RE_WriteRenderResult(reports, rr, name, &rd->im_format, rv->name, -1);
render_print_save_message(reports, name, ok, errno);
/* optional preview images for exr */
if (ok && (rd->im_format.flag & R_IMF_FLAG_PREVIEW_JPG)) {
ImageFormatData imf = rd->im_format;
imf.imtype = R_IMF_IMTYPE_JPEG90;
if (BLI_path_extension_check(name, ".exr")) {
name[strlen(name) - 4] = 0;
}
BKE_image_path_ensure_ext_from_imformat(name, &imf);
ImBuf *ibuf = render_result_rect_to_ibuf(rr, rd, view_id);
ibuf->planes = 24;
IMB_colormanagement_imbuf_for_write(
ibuf, true, false, &scene->view_settings, &scene->display_settings, &imf);
ok = render_imbuf_write_stamp_test(reports, scene, rr, ibuf, name, &imf, stamp);
IMB_freeImBuf(ibuf);
}
}
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);
ok = render_imbuf_write_stamp_test(reports, scene, rr, ibuf, name, &rd->im_format, stamp);
/* 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 supported 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]);
ok = render_imbuf_write_stamp_test(
reports, scene, rr, ibuf_arr[2], name, &rd->im_format, stamp);
/* optional preview images for exr */
if (ok && is_exr_rr && (rd->im_format.flag & R_IMF_FLAG_PREVIEW_JPG)) {
ImageFormatData imf = rd->im_format;
imf.imtype = R_IMF_IMTYPE_JPEG90;
if (BLI_path_extension_check(name, ".exr")) {
name[strlen(name) - 4] = 0;
}
BKE_image_path_ensure_ext_from_imformat(name, &imf);
ibuf_arr[2]->planes = 24;
ok = render_imbuf_write_stamp_test(
reports, scene, rr, ibuf_arr[2], name, &rd->im_format, stamp);
}
/* 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,
void **movie_ctx_arr,
const int totvideos,
bool preview)
{
bool is_mono;
bool ok = true;
if (!rr) {
return false;
}
is_mono = BLI_listbase_count_at_most(&rr->views, 2) < 2;
if (is_mono || (scene->r.im_format.views_format == R_IMF_VIEWS_INDIVIDUAL)) {
int view_id;
for (view_id = 0; view_id < totvideos; view_id++) {
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);
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);
/* 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};
int 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);
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 < 3; i++) {
/* 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 int 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->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,
BKE_main_blendfile_path(bmain),
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_timecode_string_from_time_simple(name, sizeof(name), re->i.lastframetime);
printf(" Time: %s", name);
/* Flush stdout to be sure python callbacks are printing stuff after blender. */
fflush(stdout);
/* NOTE: using G_MAIN seems valid here???
* Not sure it's actually even used anyway, we could as well pass NULL? */
render_callback_exec_null(re, G_MAIN, BKE_CB_EVT_RENDER_STATS);
BLI_timecode_string_from_time_simple(name, sizeof(name), re->i.lastframetime - render_time);
printf(" (Saving: %s)\n", name);
fputc('\n', stdout);
fflush(stdout);
return ok;
}
static void get_videos_dimensions(const Render *re,
const 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);
}
static void re_movie_free_all(Render *re, bMovieHandle *mh, int totvideos)
{
int i;
for (i = 0; i < totvideos; i++) {
mh->end_movie(re->movie_ctx_arr[i]);
mh->context_free(re->movie_ctx_arr[i]);
}
MEM_SAFE_FREE(re->movie_ctx_arr);
}
/* saves images to disk */
void RE_RenderAnim(Render *re,
Main *bmain,
Scene *scene,
ViewLayer *single_layer,
Object *camera_override,
int sfra,
int efra,
int tfra)
{
/* Call hooks before taking a copy of scene->r, so user can alter the render settings prior to
* copying (e.g. alter the output path). */
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_INIT);
const RenderData rd = scene->r;
bMovieHandle *mh = NULL;
const int cfrao = rd.cfra;
int nfra, totrendered = 0, totskipped = 0;
const int totvideos = BKE_scene_multiview_num_videos_get(&rd);
const bool is_movie = BKE_imtype_is_movie(rd.im_format.imtype);
const bool is_multiview_name = ((rd.scemode & R_MULTIVIEW) != 0 &&
(rd.im_format.views_format == R_IMF_VIEWS_INDIVIDUAL));
/* do not fully call for each frame, it initializes & pops output window */
if (!render_init_from_main(re, &rd, bmain, scene, single_layer, camera_override, 0, 1)) {
return;
}
render_init_depsgraph(re);
if (is_movie) {
size_t width, height;
int i;
bool is_error = false;
get_videos_dimensions(re, &rd, &width, &height);
mh = BKE_movie_handle_get(rd.im_format.imtype);
if (mh == NULL) {
BKE_report(re->reports, RPT_ERROR, "Movie format unsupported");
return;
}
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],
re->pipeline_scene_eval,
&re->r,
width,
height,
re->reports,
false,
suffix)) {
is_error = true;
break;
}
}
if (is_error) {
/* report is handled above */
re_movie_free_all(re, mh, i + 1);
RE_CleanAfterRender(re);
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;
{
for (nfra = sfra, scene->r.cfra = sfra; scene->r.cfra <= efra; scene->r.cfra++) {
char name[FILE_MAX];
/* A feedback loop exists here -- render initialization requires updated
* render layers settings which could be animated, but scene evaluation for
* the frame happens later because it depends on what layers are visible to
* render engine.
*
* The idea here is to only evaluate animation data associated with the scene,
* which will make sure render layer settings are up-to-date, initialize the
* render database itself and then perform full scene update with only needed
* layers.
* -sergey-
*/
{
float ctime = BKE_scene_frame_get(scene);
AnimData *adt = BKE_animdata_from_id(&scene->id);
const AnimationEvalContext anim_eval_context = BKE_animsys_eval_context_construct(
re->pipeline_depsgraph, ctime);
BKE_animsys_evaluate_animdata(&scene->id, adt, &anim_eval_context, ADT_RECALC_ALL, false);
}
render_update_depsgraph(re);
/* only border now, todo: camera lens. (ton) */
render_init_from_main(re, &rd, bmain, scene, single_layer, camera_override, 1, 0);
if (nfra != scene->r.cfra) {
/* Skip this frame, but could update for physics and particles system. */
continue;
}
nfra += tfra;
/* Touch/NoOverwrite options are only valid for image's */
if (is_movie == false) {
if (rd.mode & (R_NO_OVERWRITE | R_TOUCH)) {
BKE_image_path_from_imformat(name,
rd.pic,
BKE_main_blendfile_path(bmain),
scene->r.cfra,
&rd.im_format,
(rd.scemode & R_EXTENSION) != 0,
true,
NULL);
}
if (rd.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 (rd.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 callbacks before rendering, before the scene is updated */
render_callback_exec_id(re, re->main, &scene->id, BKE_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 ((rd.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) {
/* keep after file save */
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_POST);
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_WRITE);
}
}
}
/* end movie */
if (is_movie) {
re_movie_free_all(re, mh, totvideos);
}
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;
render_callback_exec_id(re,
re->main,
&scene->id,
G.is_break ? BKE_CB_EVT_RENDER_CANCEL : BKE_CB_EVT_RENDER_COMPLETE);
BKE_sound_reset_scene_specs(re->pipeline_scene_eval);
RE_CleanAfterRender(re);
/* 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, &sce->view_layers, NULL, winx, winy, NULL);
re->main = bmain;
re->scene = sce;
camera = RE_GetCamera(re);
RE_SetCamera(re, camera);
do_render_3d(re);
}
void RE_CleanAfterRender(Render *re)
{
/* Destroy the opengl context in the correct thread. */
RE_gl_context_destroy(re);
if (re->pipeline_depsgraph != NULL) {
DEG_graph_free(re->pipeline_depsgraph);
}
re->pipeline_depsgraph = NULL;
re->pipeline_scene_eval = 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_GetSceneRender(scene);
if (re == NULL) {
re = RE_NewSceneRender(scene);
}
RE_InitState(re, NULL, &scene->r, &scene->view_layers, NULL, winx, winy, &disprect);
re->scene = scene;
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
success = render_result_exr_file_cache_read(re);
BLI_rw_mutex_unlock(&re->resultmutex);
render_result_uncrop(re);
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 default 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 (STREQ(rpass->name, RE_PASSNAME_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;
}
}
/* Used in the interface to decide whether to show layers or passes. */
bool RE_layers_have_name(struct RenderResult *rr)
{
switch (BLI_listbase_count_at_most(&rr->layers, 2)) {
case 0:
return false;
case 1:
return (((RenderLayer *)rr->layers.first)->name[0] != '\0');
default:
return true;
}
return false;
}
bool RE_passes_have_name(struct RenderLayer *rl)
{
LISTBASE_FOREACH (RenderPass *, rp, &rl->passes) {
if (!STREQ(rp->name, "Combined")) {
return true;
}
}
return false;
}
RenderPass *RE_pass_find_by_name(volatile RenderLayer *rl, const char *name, const char *viewname)
{
RenderPass *rp = NULL;
for (rp = rl->passes.last; rp; rp = rp->prev) {
if (STREQ(rp->name, name)) {
if (viewname == NULL || viewname[0] == '\0') {
break;
}
if (STREQ(rp->view, viewname)) {
break;
}
}
}
return rp;
}
/* Only provided for API compatibility, don't use this in new code! */
RenderPass *RE_pass_find_by_type(volatile RenderLayer *rl, int passtype, const char *viewname)
{
#define CHECK_PASS(NAME) \
if (passtype == SCE_PASS_##NAME) { \
return RE_pass_find_by_name(rl, RE_PASSNAME_##NAME, viewname); \
} \
((void)0)
CHECK_PASS(COMBINED);
CHECK_PASS(Z);
CHECK_PASS(VECTOR);
CHECK_PASS(NORMAL);
CHECK_PASS(UV);
CHECK_PASS(EMIT);
CHECK_PASS(SHADOW);
CHECK_PASS(AO);
CHECK_PASS(ENVIRONMENT);
CHECK_PASS(INDEXOB);
CHECK_PASS(INDEXMA);
CHECK_PASS(MIST);
CHECK_PASS(RAYHITS);
CHECK_PASS(DIFFUSE_DIRECT);
CHECK_PASS(DIFFUSE_INDIRECT);
CHECK_PASS(DIFFUSE_COLOR);
CHECK_PASS(GLOSSY_DIRECT);
CHECK_PASS(GLOSSY_INDIRECT);
CHECK_PASS(GLOSSY_COLOR);
CHECK_PASS(TRANSM_DIRECT);
CHECK_PASS(TRANSM_INDIRECT);
CHECK_PASS(TRANSM_COLOR);
CHECK_PASS(SUBSURFACE_DIRECT);
CHECK_PASS(SUBSURFACE_INDIRECT);
CHECK_PASS(SUBSURFACE_COLOR);
#undef CHECK_PASS
return NULL;
}
/* create a renderlayer and renderpass for grease pencil layer */
RenderPass *RE_create_gp_pass(RenderResult *rr, const char *layername, const char *viewname)
{
RenderLayer *rl = BLI_findstring(&rr->layers, layername, offsetof(RenderLayer, name));
/* only create render layer if not exist */
if (!rl) {
rl = MEM_callocN(sizeof(RenderLayer), layername);
BLI_addtail(&rr->layers, rl);
BLI_strncpy(rl->name, layername, sizeof(rl->name));
rl->layflag = SCE_LAY_SOLID;
rl->passflag = SCE_PASS_COMBINED;
rl->rectx = rr->rectx;
rl->recty = rr->recty;
}
/* clear previous pass if exist or the new image will be over previous one*/
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, viewname);
if (rp) {
if (rp->rect) {
MEM_freeN(rp->rect);
}
BLI_freelinkN(&rl->passes, rp);
}
/* create a totally new pass */
return render_layer_add_pass(rr, rl, 4, RE_PASSNAME_COMBINED, viewname, "RGBA");
}