The code only updated nodes in the nodetree of the scene to which the render layer belongs. Therefore, when using scene B in the compositor setup of scene A, A's node wouldn't be updated. With this fix, the update function loops over all scenes and checks them for relevant nodes.
796 lines
20 KiB
C
796 lines
20 KiB
C
/*
|
|
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* The Original Code is Copyright (C) 2006 Blender Foundation.
|
|
* All rights reserved.
|
|
*
|
|
* The Original Code is: all of this file.
|
|
*
|
|
* Contributor(s): none yet.
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
*/
|
|
|
|
/** \file blender/render/intern/source/external_engine.c
|
|
* \ingroup render
|
|
*/
|
|
|
|
#include <stddef.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "BLT_translation.h"
|
|
|
|
#include "BLI_listbase.h"
|
|
#include "BLI_string.h"
|
|
#include "BLI_utildefines.h"
|
|
|
|
#include "BKE_camera.h"
|
|
#include "BKE_global.h"
|
|
#include "BKE_colortools.h"
|
|
#include "BKE_report.h"
|
|
#include "BKE_scene.h"
|
|
|
|
#include "RNA_access.h"
|
|
|
|
#ifdef WITH_PYTHON
|
|
#include "BPY_extern.h"
|
|
#endif
|
|
|
|
#include "RE_engine.h"
|
|
#include "RE_pipeline.h"
|
|
#include "RE_bake.h"
|
|
|
|
#include "initrender.h"
|
|
#include "renderpipeline.h"
|
|
#include "render_types.h"
|
|
#include "render_result.h"
|
|
#include "rendercore.h"
|
|
|
|
/* Render Engine Types */
|
|
|
|
static RenderEngineType internal_render_type = {
|
|
NULL, NULL,
|
|
"BLENDER_RENDER", N_("Blender Render"), RE_INTERNAL,
|
|
NULL, NULL, NULL, NULL, NULL, NULL, render_internal_update_passes,
|
|
{NULL, NULL, NULL}
|
|
};
|
|
|
|
#ifdef WITH_GAMEENGINE
|
|
|
|
static RenderEngineType internal_game_type = {
|
|
NULL, NULL,
|
|
"BLENDER_GAME", N_("Blender Game"), RE_INTERNAL | RE_GAME,
|
|
NULL, NULL, NULL, NULL, NULL, NULL, NULL,
|
|
{NULL, NULL, NULL}
|
|
};
|
|
|
|
#endif
|
|
|
|
ListBase R_engines = {NULL, NULL};
|
|
|
|
void RE_engines_init(void)
|
|
{
|
|
BLI_addtail(&R_engines, &internal_render_type);
|
|
#ifdef WITH_GAMEENGINE
|
|
BLI_addtail(&R_engines, &internal_game_type);
|
|
#endif
|
|
}
|
|
|
|
void RE_engines_exit(void)
|
|
{
|
|
RenderEngineType *type, *next;
|
|
|
|
for (type = R_engines.first; type; type = next) {
|
|
next = type->next;
|
|
|
|
BLI_remlink(&R_engines, type);
|
|
|
|
if (!(type->flag & RE_INTERNAL)) {
|
|
if (type->ext.free)
|
|
type->ext.free(type->ext.data);
|
|
|
|
MEM_freeN(type);
|
|
}
|
|
}
|
|
}
|
|
|
|
RenderEngineType *RE_engines_find(const char *idname)
|
|
{
|
|
RenderEngineType *type;
|
|
|
|
type = BLI_findstring(&R_engines, idname, offsetof(RenderEngineType, idname));
|
|
if (!type)
|
|
type = &internal_render_type;
|
|
|
|
return type;
|
|
}
|
|
|
|
bool RE_engine_is_external(Render *re)
|
|
{
|
|
RenderEngineType *type = RE_engines_find(re->r.engine);
|
|
return (type && type->render);
|
|
}
|
|
|
|
/* Create, Free */
|
|
|
|
RenderEngine *RE_engine_create(RenderEngineType *type)
|
|
{
|
|
return RE_engine_create_ex(type, false);
|
|
}
|
|
|
|
RenderEngine *RE_engine_create_ex(RenderEngineType *type, bool use_for_viewport)
|
|
{
|
|
RenderEngine *engine = MEM_callocN(sizeof(RenderEngine), "RenderEngine");
|
|
engine->type = type;
|
|
|
|
if (use_for_viewport) {
|
|
engine->flag |= RE_ENGINE_USED_FOR_VIEWPORT;
|
|
|
|
BLI_begin_threaded_malloc();
|
|
}
|
|
|
|
return engine;
|
|
}
|
|
|
|
void RE_engine_free(RenderEngine *engine)
|
|
{
|
|
#ifdef WITH_PYTHON
|
|
if (engine->py_instance) {
|
|
BPY_DECREF_RNA_INVALIDATE(engine->py_instance);
|
|
}
|
|
#endif
|
|
|
|
if (engine->flag & RE_ENGINE_USED_FOR_VIEWPORT) {
|
|
BLI_end_threaded_malloc();
|
|
}
|
|
|
|
MEM_freeN(engine);
|
|
}
|
|
|
|
/* Render Results */
|
|
|
|
static RenderPart *get_part_from_result(Render *re, RenderResult *result)
|
|
{
|
|
RenderPart *pa;
|
|
|
|
for (pa = re->parts.first; pa; pa = pa->next) {
|
|
if (result->tilerect.xmin == pa->disprect.xmin - re->disprect.xmin &&
|
|
result->tilerect.ymin == pa->disprect.ymin - re->disprect.ymin &&
|
|
result->tilerect.xmax == pa->disprect.xmax - re->disprect.xmin &&
|
|
result->tilerect.ymax == pa->disprect.ymax - re->disprect.ymin)
|
|
{
|
|
return pa;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname)
|
|
{
|
|
Render *re = engine->re;
|
|
RenderResult *result;
|
|
rcti disprect;
|
|
|
|
/* ensure the coordinates are within the right limits */
|
|
CLAMP(x, 0, re->result->rectx);
|
|
CLAMP(y, 0, re->result->recty);
|
|
CLAMP(w, 0, re->result->rectx);
|
|
CLAMP(h, 0, re->result->recty);
|
|
|
|
if (x + w > re->result->rectx)
|
|
w = re->result->rectx - x;
|
|
if (y + h > re->result->recty)
|
|
h = re->result->recty - y;
|
|
|
|
/* allocate a render result */
|
|
disprect.xmin = x;
|
|
disprect.xmax = x + w;
|
|
disprect.ymin = y;
|
|
disprect.ymax = y + h;
|
|
|
|
result = render_result_new(re, &disprect, 0, RR_USE_MEM, layername, viewname);
|
|
|
|
/* todo: make this thread safe */
|
|
|
|
/* can be NULL if we CLAMP the width or height to 0 */
|
|
if (result) {
|
|
render_result_clone_passes(re, result, viewname);
|
|
|
|
RenderPart *pa;
|
|
|
|
/* Copy EXR tile settings, so pipeline knows whether this is a result
|
|
* for Save Buffers enabled rendering.
|
|
*/
|
|
result->do_exr_tile = re->result->do_exr_tile;
|
|
|
|
BLI_addtail(&engine->fullresult, result);
|
|
|
|
result->tilerect.xmin += re->disprect.xmin;
|
|
result->tilerect.xmax += re->disprect.xmin;
|
|
result->tilerect.ymin += re->disprect.ymin;
|
|
result->tilerect.ymax += re->disprect.ymin;
|
|
|
|
pa = get_part_from_result(re, result);
|
|
|
|
if (pa)
|
|
pa->status = PART_STATUS_IN_PROGRESS;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void RE_engine_update_result(RenderEngine *engine, RenderResult *result)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
if (result) {
|
|
result->renlay = result->layers.first; /* weak, draws first layer always */
|
|
re->display_update(re->duh, result, NULL);
|
|
}
|
|
}
|
|
|
|
void RE_engine_add_pass(RenderEngine *engine, const char *name, int channels, const char *chan_id, const char *layername)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
if (!re || !re->result) {
|
|
return;
|
|
}
|
|
|
|
render_result_add_pass(re->result, name, channels, chan_id, layername, NULL);
|
|
}
|
|
|
|
void RE_engine_end_result(RenderEngine *engine, RenderResult *result, int cancel, int highlight, int merge_results)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
if (!result) {
|
|
return;
|
|
}
|
|
|
|
/* merge. on break, don't merge in result for preview renders, looks nicer */
|
|
if (!highlight) {
|
|
/* for exr tile render, detect tiles that are done */
|
|
RenderPart *pa = get_part_from_result(re, result);
|
|
|
|
if (pa) {
|
|
pa->status = PART_STATUS_READY;
|
|
}
|
|
else if (re->result->do_exr_tile) {
|
|
/* if written result does not match any tile and we are using save
|
|
* buffers, we are going to get openexr save errors */
|
|
fprintf(stderr, "RenderEngine.end_result: dimensions do not match any OpenEXR tile.\n");
|
|
}
|
|
}
|
|
|
|
if (!cancel || merge_results) {
|
|
if (re->result->do_exr_tile) {
|
|
if (!cancel) {
|
|
render_result_exr_file_merge(re->result, result, re->viewname);
|
|
}
|
|
}
|
|
else if (!(re->test_break(re->tbh) && (re->r.scemode & R_BUTS_PREVIEW)))
|
|
render_result_merge(re->result, result);
|
|
|
|
/* draw */
|
|
if (!re->test_break(re->tbh)) {
|
|
result->renlay = result->layers.first; /* weak, draws first layer always */
|
|
re->display_update(re->duh, result, NULL);
|
|
}
|
|
}
|
|
|
|
/* free */
|
|
BLI_remlink(&engine->fullresult, result);
|
|
render_result_free(result);
|
|
}
|
|
|
|
/* Cancel */
|
|
|
|
int RE_engine_test_break(RenderEngine *engine)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
if (re)
|
|
return re->test_break(re->tbh);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* Statistics */
|
|
|
|
void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
/* stats draw callback */
|
|
if (re) {
|
|
re->i.statstr = stats;
|
|
re->i.infostr = info;
|
|
re->stats_draw(re->sdh, &re->i);
|
|
re->i.infostr = NULL;
|
|
re->i.statstr = NULL;
|
|
}
|
|
|
|
/* set engine text */
|
|
engine->text[0] = '\0';
|
|
|
|
if (stats && stats[0] && info && info[0])
|
|
BLI_snprintf(engine->text, sizeof(engine->text), "%s | %s", stats, info);
|
|
else if (info && info[0])
|
|
BLI_strncpy(engine->text, info, sizeof(engine->text));
|
|
else if (stats && stats[0])
|
|
BLI_strncpy(engine->text, stats, sizeof(engine->text));
|
|
}
|
|
|
|
void RE_engine_update_progress(RenderEngine *engine, float progress)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
if (re) {
|
|
CLAMP(progress, 0.0f, 1.0f);
|
|
re->progress(re->prh, progress);
|
|
}
|
|
}
|
|
|
|
void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
if (re) {
|
|
re->i.mem_used = mem_used;
|
|
re->i.mem_peak = mem_peak;
|
|
}
|
|
}
|
|
|
|
void RE_engine_report(RenderEngine *engine, int type, const char *msg)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
if (re)
|
|
BKE_report(engine->re->reports, type, msg);
|
|
else if (engine->reports)
|
|
BKE_report(engine->reports, type, msg);
|
|
}
|
|
|
|
void RE_engine_set_error_message(RenderEngine *engine, const char *msg)
|
|
{
|
|
Render *re = engine->re;
|
|
if (re != NULL) {
|
|
RenderResult *rr = RE_AcquireResultRead(re);
|
|
if (rr) {
|
|
if (rr->error != NULL) {
|
|
MEM_freeN(rr->error);
|
|
}
|
|
rr->error = BLI_strdup(msg);
|
|
}
|
|
RE_ReleaseResult(re);
|
|
}
|
|
}
|
|
|
|
const char *RE_engine_active_view_get(RenderEngine *engine)
|
|
{
|
|
Render *re = engine->re;
|
|
return RE_GetActiveRenderView(re);
|
|
}
|
|
|
|
void RE_engine_active_view_set(RenderEngine *engine, const char *viewname)
|
|
{
|
|
Render *re = engine->re;
|
|
RE_SetActiveRenderView(re, viewname);
|
|
}
|
|
|
|
float RE_engine_get_camera_shift_x(RenderEngine *engine, Object *camera, int use_spherical_stereo)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
/* when using spherical stereo, get camera shift without multiview, leaving stereo to be handled by the engine */
|
|
if (use_spherical_stereo)
|
|
re = NULL;
|
|
|
|
return BKE_camera_multiview_shift_x(re ? &re->r : NULL, camera, re->viewname);
|
|
}
|
|
|
|
void RE_engine_get_camera_model_matrix(RenderEngine *engine, Object *camera, int use_spherical_stereo, float *r_modelmat)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
/* when using spherical stereo, get model matrix without multiview, leaving stereo to be handled by the engine */
|
|
if (use_spherical_stereo)
|
|
re = NULL;
|
|
|
|
BKE_camera_multiview_model_matrix(re ? &re->r : NULL, camera, re->viewname, (float (*)[4])r_modelmat);
|
|
}
|
|
|
|
int RE_engine_get_spherical_stereo(RenderEngine *engine, Object *camera)
|
|
{
|
|
Render *re = engine->re;
|
|
return BKE_camera_multiview_spherical_stereo(re ? &re->r : NULL, camera) ? 1 : 0;
|
|
}
|
|
|
|
rcti* RE_engine_get_current_tiles(Render *re, int *r_total_tiles, bool *r_needs_free)
|
|
{
|
|
static rcti tiles_static[BLENDER_MAX_THREADS];
|
|
const int allocation_step = BLENDER_MAX_THREADS;
|
|
RenderPart *pa;
|
|
int total_tiles = 0;
|
|
rcti *tiles = tiles_static;
|
|
int allocation_size = BLENDER_MAX_THREADS;
|
|
|
|
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_READ);
|
|
|
|
*r_needs_free = false;
|
|
|
|
if (re->engine && (re->engine->flag & RE_ENGINE_HIGHLIGHT_TILES) == 0) {
|
|
*r_total_tiles = 0;
|
|
BLI_rw_mutex_unlock(&re->partsmutex);
|
|
return NULL;
|
|
}
|
|
|
|
for (pa = re->parts.first; pa; pa = pa->next) {
|
|
if (pa->status == PART_STATUS_IN_PROGRESS) {
|
|
if (total_tiles >= allocation_size) {
|
|
/* Just in case we're using crazy network rendering with more
|
|
* slaves as BLENDER_MAX_THREADS.
|
|
*/
|
|
allocation_size += allocation_step;
|
|
if (tiles == tiles_static) {
|
|
/* Can not realloc yet, tiles are pointing to a
|
|
* stack memory.
|
|
*/
|
|
tiles = MEM_mallocN(allocation_size * sizeof(rcti), "current engine tiles");
|
|
}
|
|
else {
|
|
tiles = MEM_reallocN(tiles, allocation_size * sizeof(rcti));
|
|
}
|
|
*r_needs_free = true;
|
|
}
|
|
tiles[total_tiles] = pa->disprect;
|
|
|
|
if (pa->crop) {
|
|
tiles[total_tiles].xmin += pa->crop;
|
|
tiles[total_tiles].ymin += pa->crop;
|
|
tiles[total_tiles].xmax -= pa->crop;
|
|
tiles[total_tiles].ymax -= pa->crop;
|
|
}
|
|
|
|
total_tiles++;
|
|
}
|
|
}
|
|
BLI_rw_mutex_unlock(&re->partsmutex);
|
|
*r_total_tiles = total_tiles;
|
|
return tiles;
|
|
}
|
|
|
|
RenderData *RE_engine_get_render_data(Render *re)
|
|
{
|
|
return &re->r;
|
|
}
|
|
|
|
/* Bake */
|
|
void RE_bake_engine_set_engine_parameters(Render *re, Main *bmain, Scene *scene)
|
|
{
|
|
re->scene = scene;
|
|
re->main = bmain;
|
|
render_copy_renderdata(&re->r, &scene->r);
|
|
}
|
|
|
|
bool RE_bake_has_engine(Render *re)
|
|
{
|
|
RenderEngineType *type = RE_engines_find(re->r.engine);
|
|
return (type->bake != NULL);
|
|
}
|
|
|
|
bool RE_bake_engine(
|
|
Render *re, Object *object,
|
|
const int object_id, const BakePixel pixel_array[],
|
|
const size_t num_pixels, const int depth,
|
|
const ScenePassType pass_type, const int pass_filter,
|
|
float result[])
|
|
{
|
|
RenderEngineType *type = RE_engines_find(re->r.engine);
|
|
RenderEngine *engine;
|
|
bool persistent_data = (re->r.mode & R_PERSISTENT_DATA) != 0;
|
|
|
|
/* 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) - 2);
|
|
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;
|
|
|
|
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. */
|
|
Scene *sce;
|
|
for (sce = G.main->scene.first; sce; sce = sce->id.next) {
|
|
if (sce->nodetree) {
|
|
ntreeCompositRegisterPass(sce->nodetree, scene, srl, name, type);
|
|
}
|
|
}
|
|
}
|