Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJacques Lucke <jacques@blender.org>2021-12-27 19:26:09 +0300
committerJacques Lucke <jacques@blender.org>2021-12-27 19:26:09 +0300
commit1c9d8fcb477c5aea5555781cc209d60da126f48f (patch)
tree0dfd7e47181b1750d9f6521ef71150ae7178fce5 /source/blender/editors/render/render_internal.c
parent644e6c7a3e99ae1d43edb25a7d4c3ed86727faba (diff)
Render: move editor/render module to c++
Doing this in preparation for some work on asset preview generation. Differential Revision: https://developer.blender.org/D13676
Diffstat (limited to 'source/blender/editors/render/render_internal.c')
-rw-r--r--source/blender/editors/render/render_internal.c1196
1 files changed, 0 insertions, 1196 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
deleted file mode 100644
index 1a9b72c1fab..00000000000
--- a/source/blender/editors/render/render_internal.c
+++ /dev/null
@@ -1,1196 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2008 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup edrend
- */
-
-#include <math.h>
-#include <stddef.h>
-#include <string.h>
-
-#include "MEM_guardedalloc.h"
-
-#include "BLI_listbase.h"
-#include "BLI_math.h"
-#include "BLI_rect.h"
-#include "BLI_threads.h"
-#include "BLI_timecode.h"
-#include "BLI_utildefines.h"
-
-#include "PIL_time.h"
-
-#include "BLT_translation.h"
-
-#include "DNA_object_types.h"
-#include "DNA_scene_types.h"
-#include "DNA_userdef_types.h"
-#include "DNA_view3d_types.h"
-
-#include "BKE_colortools.h"
-#include "BKE_context.h"
-#include "BKE_global.h"
-#include "BKE_image.h"
-#include "BKE_lib_id.h"
-#include "BKE_main.h"
-#include "BKE_node.h"
-#include "BKE_node_tree_update.h"
-#include "BKE_object.h"
-#include "BKE_report.h"
-#include "BKE_scene.h"
-#include "BKE_screen.h"
-
-#include "DEG_depsgraph.h"
-
-#include "WM_api.h"
-#include "WM_types.h"
-
-#include "ED_render.h"
-#include "ED_screen.h"
-#include "ED_util.h"
-
-#include "BIF_glutil.h"
-
-#include "RE_engine.h"
-#include "RE_pipeline.h"
-
-#include "IMB_colormanagement.h"
-#include "IMB_imbuf_types.h"
-
-#include "RNA_access.h"
-#include "RNA_define.h"
-
-#include "SEQ_relations.h"
-
-#include "render_intern.h"
-
-/* Render Callbacks */
-static int render_break(void *rjv);
-
-typedef struct RenderJob {
- Main *main;
- Scene *scene;
- ViewLayer *single_layer;
- Scene *current_scene;
- /* TODO(sergey): Should not be needed once engine will have own
- * depsgraph and copy-on-write will be implemented.
- */
- Depsgraph *depsgraph;
- Render *re;
- struct Object *camera_override;
- bool v3d_override;
- bool anim, write_still;
- Image *image;
- ImageUser iuser;
- bool image_outdated;
- short *stop;
- short *do_update;
- float *progress;
- ReportList *reports;
- int orig_layer;
- int last_layer;
- ScrArea *area;
- ColorManagedViewSettings view_settings;
- ColorManagedDisplaySettings display_settings;
- bool supports_glsl_draw;
- bool interface_locked;
-} RenderJob;
-
-/* called inside thread! */
-static bool image_buffer_calc_tile_rect(const RenderResult *rr,
- const ImBuf *ibuf,
- volatile rcti *renrect,
- rcti *r_ibuf_rect,
- int *r_offset_x,
- int *r_offset_y)
-{
- int tile_y, tile_height, tile_x, tile_width;
-
- /* When `renrect` argument is not NULL, we only refresh scan-lines. */
- if (renrect) {
- /* if (tile_height == recty), rendering of layer is ready,
- * we should not draw, other things happen... */
- if (rr->renlay == NULL || renrect->ymax >= rr->recty) {
- return false;
- }
-
- /* tile_x here is first subrect x coord, tile_width defines subrect width */
- tile_x = renrect->xmin;
- tile_width = renrect->xmax - tile_x;
- if (tile_width < 2) {
- return false;
- }
-
- tile_y = renrect->ymin;
- tile_height = renrect->ymax - tile_y;
- if (tile_height < 2) {
- return false;
- }
- renrect->ymin = renrect->ymax;
- }
- else {
- tile_x = tile_y = 0;
- tile_width = rr->rectx;
- tile_height = rr->recty;
- }
-
- /* tile_x tile_y is in tile coords. transform to ibuf */
- int offset_x = rr->tilerect.xmin;
- if (offset_x >= ibuf->x) {
- return false;
- }
- int offset_y = rr->tilerect.ymin;
- if (offset_y >= ibuf->y) {
- return false;
- }
-
- if (offset_x + tile_width > ibuf->x) {
- tile_width = ibuf->x - offset_x;
- }
- if (offset_y + tile_height > ibuf->y) {
- tile_height = ibuf->y - offset_y;
- }
-
- if (tile_width < 1 || tile_height < 1) {
- return false;
- }
-
- r_ibuf_rect->xmax = tile_x + tile_width;
- r_ibuf_rect->ymax = tile_y + tile_height;
- r_ibuf_rect->xmin = tile_x;
- r_ibuf_rect->ymin = tile_y;
- *r_offset_x = offset_x;
- *r_offset_y = offset_y;
- return true;
-}
-
-static void image_buffer_rect_update(RenderJob *rj,
- RenderResult *rr,
- ImBuf *ibuf,
- ImageUser *iuser,
- const rcti *tile_rect,
- int offset_x,
- int offset_y,
- const char *viewname)
-{
- Scene *scene = rj->scene;
- const float *rectf = NULL;
- int linear_stride, linear_offset_x, linear_offset_y;
- ColorManagedViewSettings *view_settings;
- ColorManagedDisplaySettings *display_settings;
-
- if (ibuf->userflags & IB_DISPLAY_BUFFER_INVALID) {
- /* The whole image buffer is to be color managed again anyway. */
- return;
- }
-
- /* The thing here is, the logic below (which was default behavior
- * of how rectf is acquiring since forever) gives float buffer for
- * composite output only. This buffer can not be used for other
- * passes obviously.
- *
- * We might try finding corresponding for pass buffer in render result
- * (which is actually missing when rendering with Cycles, who only
- * writes all the passes when the tile is finished) or use float
- * buffer from image buffer as reference, which is easier to use and
- * contains all the data we need anyway.
- * - sergey -
- */
- /* TODO(sergey): Need to check has_combined here? */
- if (iuser->pass == 0) {
- RenderView *rv;
- const int view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
- rv = RE_RenderViewGetById(rr, view_id);
-
- /* find current float rect for display, first case is after composite... still weak */
- if (rv->rectf) {
- rectf = rv->rectf;
- }
- else {
- if (rv->rect32) {
- /* special case, currently only happens with sequencer rendering,
- * which updates the whole frame, so we can only mark display buffer
- * as invalid here (sergey)
- */
- ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
- return;
- }
- if (rr->renlay == NULL) {
- return;
- }
- rectf = RE_RenderLayerGetPass(rr->renlay, RE_PASSNAME_COMBINED, viewname);
- }
- if (rectf == NULL) {
- return;
- }
-
- rectf += 4 * (rr->rectx * tile_rect->ymin + tile_rect->xmin);
- linear_stride = rr->rectx;
- linear_offset_x = offset_x;
- linear_offset_y = offset_y;
- }
- else {
- rectf = ibuf->rect_float;
- linear_stride = ibuf->x;
- linear_offset_x = 0;
- linear_offset_y = 0;
- }
-
- view_settings = &scene->view_settings;
- display_settings = &scene->display_settings;
-
- IMB_partial_display_buffer_update(ibuf,
- rectf,
- NULL,
- linear_stride,
- linear_offset_x,
- linear_offset_y,
- view_settings,
- display_settings,
- offset_x,
- offset_y,
- offset_x + BLI_rcti_size_x(tile_rect),
- offset_y + BLI_rcti_size_y(tile_rect));
-}
-
-/* ****************************** render invoking ***************** */
-
-/* set callbacks, exported to sequence render too.
- * Only call in foreground (UI) renders. */
-
-static void screen_render_single_layer_set(
- wmOperator *op, Main *mainp, ViewLayer *active_layer, Scene **scene, ViewLayer **single_layer)
-{
- /* single layer re-render */
- if (RNA_struct_property_is_set(op->ptr, "scene")) {
- Scene *scn;
- char scene_name[MAX_ID_NAME - 2];
-
- RNA_string_get(op->ptr, "scene", scene_name);
- scn = (Scene *)BLI_findstring(&mainp->scenes, scene_name, offsetof(ID, name) + 2);
-
- if (scn) {
- /* camera switch won't have updated */
- scn->r.cfra = (*scene)->r.cfra;
- BKE_scene_camera_switch_update(scn);
-
- *scene = scn;
- }
- }
-
- if (RNA_struct_property_is_set(op->ptr, "layer")) {
- ViewLayer *rl;
- char rl_name[RE_MAXNAME];
-
- RNA_string_get(op->ptr, "layer", rl_name);
- rl = (ViewLayer *)BLI_findstring(&(*scene)->view_layers, rl_name, offsetof(ViewLayer, name));
-
- if (rl) {
- *single_layer = rl;
- }
- }
- else if (((*scene)->r.scemode & R_SINGLE_LAYER) && active_layer) {
- *single_layer = active_layer;
- }
-}
-
-/* executes blocking render */
-static int screen_render_exec(bContext *C, wmOperator *op)
-{
- Scene *scene = CTX_data_scene(C);
- RenderEngineType *re_type = RE_engines_find(scene->r.engine);
- ViewLayer *active_layer = CTX_data_view_layer(C);
- ViewLayer *single_layer = NULL;
- Render *re;
- Image *ima;
- View3D *v3d = CTX_wm_view3d(C);
- Main *mainp = CTX_data_main(C);
- const bool is_animation = RNA_boolean_get(op->ptr, "animation");
- const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
- struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
-
- /* Cannot do render if there is not this function. */
- if (re_type->render == NULL) {
- return OPERATOR_CANCELLED;
- }
-
- /* custom scene and single layer re-render */
- screen_render_single_layer_set(op, mainp, active_layer, &scene, &single_layer);
-
- if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
- BKE_report(
- op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
- return OPERATOR_CANCELLED;
- }
-
- re = RE_NewSceneRender(scene);
-
- G.is_break = false;
-
- RE_draw_lock_cb(re, NULL, NULL);
- RE_test_break_cb(re, NULL, render_break);
-
- ima = BKE_image_ensure_viewer(mainp, IMA_TYPE_R_RESULT, "Render Result");
- BKE_image_signal(mainp, ima, NULL, IMA_SIGNAL_FREE);
- BKE_image_backup_render(scene, ima, true);
-
- /* cleanup sequencer caches before starting user triggered render.
- * otherwise, invalidated cache entries can make their way into
- * the output rendering. We can't put that into RE_RenderFrame,
- * since sequence rendering can call that recursively... (peter) */
- SEQ_cache_cleanup(scene);
-
- RE_SetReports(re, op->reports);
-
- if (is_animation) {
- RE_RenderAnim(re,
- mainp,
- scene,
- single_layer,
- camera_override,
- scene->r.sfra,
- scene->r.efra,
- scene->r.frame_step);
- }
- else {
- RE_RenderFrame(re, mainp, scene, single_layer, camera_override, scene->r.cfra, is_write_still);
- }
-
- RE_SetReports(re, NULL);
-
- /* No redraw needed, we leave state as we entered it. */
- ED_update_for_newframe(mainp, CTX_data_depsgraph_pointer(C));
-
- WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
-
- return OPERATOR_FINISHED;
-}
-
-static void render_freejob(void *rjv)
-{
- RenderJob *rj = rjv;
-
- BKE_color_managed_view_settings_free(&rj->view_settings);
- MEM_freeN(rj);
-}
-
-/* str is IMA_MAX_RENDER_TEXT in size */
-static void make_renderinfo_string(const RenderStats *rs,
- const Scene *scene,
- const bool v3d_override,
- const char *error,
- char *str)
-{
- char info_time_str[32]; /* used to be extern to header_info.c */
- uintptr_t mem_in_use, peak_memory;
- float megs_used_memory, megs_peak_memory;
- char *spos = str;
-
- mem_in_use = MEM_get_memory_in_use();
- peak_memory = MEM_get_peak_memory();
-
- megs_used_memory = (mem_in_use) / (1024.0 * 1024.0);
- megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
-
- /* local view */
- if (rs->localview) {
- spos += sprintf(spos, "%s | ", TIP_("3D Local View"));
- }
- else if (v3d_override) {
- spos += sprintf(spos, "%s | ", TIP_("3D View"));
- }
-
- /* frame number */
- spos += sprintf(spos, TIP_("Frame:%d "), (scene->r.cfra));
-
- /* previous and elapsed time */
- BLI_timecode_string_from_time_simple(info_time_str, sizeof(info_time_str), rs->lastframetime);
-
- if (rs->infostr && rs->infostr[0]) {
- if (rs->lastframetime != 0.0) {
- spos += sprintf(spos, TIP_("| Last:%s "), info_time_str);
- }
- else {
- spos += sprintf(spos, "| ");
- }
-
- BLI_timecode_string_from_time_simple(
- info_time_str, sizeof(info_time_str), PIL_check_seconds_timer() - rs->starttime);
- }
- else {
- spos += sprintf(spos, "| ");
- }
-
- spos += sprintf(spos, TIP_("Time:%s "), info_time_str);
-
- /* statistics */
- if (rs->statstr) {
- if (rs->statstr[0]) {
- spos += sprintf(spos, "| %s ", rs->statstr);
- }
- }
- else {
- if (rs->mem_peak == 0.0f) {
- spos += sprintf(spos, TIP_("| Mem:%.2fM (Peak %.2fM) "), megs_used_memory, megs_peak_memory);
- }
- else {
- spos += sprintf(spos, TIP_("| Mem:%.2fM, Peak: %.2fM "), rs->mem_used, rs->mem_peak);
- }
- }
-
- /* extra info */
- if (rs->infostr && rs->infostr[0]) {
- spos += sprintf(spos, "| %s ", rs->infostr);
- }
- else if (error && error[0]) {
- spos += sprintf(spos, "| %s ", error);
- }
-
- /* very weak... but 512 characters is quite safe */
- if (spos >= str + IMA_MAX_RENDER_TEXT) {
- if (G.debug & G_DEBUG) {
- printf("WARNING! renderwin text beyond limit\n");
- }
- }
-}
-
-static void image_renderinfo_cb(void *rjv, RenderStats *rs)
-{
- RenderJob *rj = rjv;
- RenderResult *rr;
-
- rr = RE_AcquireResultRead(rj->re);
-
- if (rr) {
- /* malloc OK here, stats_draw is not in tile threads */
- if (rr->text == NULL) {
- rr->text = MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext");
- }
-
- make_renderinfo_string(rs, rj->scene, rj->v3d_override, rr->error, rr->text);
- }
-
- RE_ReleaseResult(rj->re);
-
- /* make jobs timer to send notifier */
- *(rj->do_update) = true;
-}
-
-static void render_progress_update(void *rjv, float progress)
-{
- RenderJob *rj = rjv;
-
- if (rj->progress && *rj->progress != progress) {
- *rj->progress = progress;
-
- /* make jobs timer to send notifier */
- *(rj->do_update) = true;
- }
-}
-
-/* Not totally reliable, but works fine in most of cases and
- * in worst case would just make it so extra color management
- * for the whole render result is applied (which was already
- * happening already).
- */
-static void render_image_update_pass_and_layer(RenderJob *rj, RenderResult *rr, ImageUser *iuser)
-{
- wmWindowManager *wm;
- ScrArea *first_area = NULL, *matched_area = NULL;
-
- /* image window, compo node users */
- for (wm = rj->main->wm.first; wm && matched_area == NULL; wm = wm->id.next) { /* only 1 wm */
- wmWindow *win;
- for (win = wm->windows.first; win && matched_area == NULL; win = win->next) {
- const bScreen *screen = WM_window_get_active_screen(win);
-
- LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
- if (area->spacetype == SPACE_IMAGE) {
- SpaceImage *sima = area->spacedata.first;
- /* area->spacedata might be empty when toggling full-screen mode. */
- if (sima != NULL && sima->image == rj->image) {
- if (first_area == NULL) {
- first_area = area;
- }
- if (area == rj->area) {
- matched_area = area;
- break;
- }
- }
- }
- }
- }
- }
-
- if (matched_area == NULL) {
- matched_area = first_area;
- }
-
- if (matched_area) {
- SpaceImage *sima = matched_area->spacedata.first;
- RenderResult *main_rr = RE_AcquireResultRead(rj->re);
-
- /* TODO(sergey): is there faster way to get the layer index? */
- if (rr->renlay) {
- int layer = BLI_findstringindex(
- &main_rr->layers, (char *)rr->renlay->name, offsetof(RenderLayer, name));
- sima->iuser.layer = layer;
- rj->last_layer = layer;
- }
-
- iuser->pass = sima->iuser.pass;
- iuser->layer = sima->iuser.layer;
-
- RE_ReleaseResult(rj->re);
- }
-}
-
-static void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect)
-{
- RenderJob *rj = rjv;
- Image *ima = rj->image;
- ImBuf *ibuf;
- void *lock;
- const char *viewname = RE_GetActiveRenderView(rj->re);
-
- /* only update if we are displaying the slot being rendered */
- if (ima->render_slot != ima->last_render_slot) {
- rj->image_outdated = true;
- return;
- }
- if (rj->image_outdated) {
- /* Free all render buffer caches when switching slots, with lock to ensure main
- * thread is not drawing the buffer at the same time. */
- rj->image_outdated = false;
- ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
- BKE_image_free_buffers(ima);
- BKE_image_release_ibuf(ima, ibuf, lock);
- *(rj->do_update) = true;
- return;
- }
-
- if (rr == NULL) {
- return;
- }
-
- /* update part of render */
- render_image_update_pass_and_layer(rj, rr, &rj->iuser);
- rcti tile_rect;
- int offset_x;
- int offset_y;
- ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
- if (ibuf) {
- if (!image_buffer_calc_tile_rect(rr, ibuf, renrect, &tile_rect, &offset_x, &offset_y)) {
- BKE_image_release_ibuf(ima, ibuf, lock);
- return;
- }
-
- /* Don't waste time on CPU side color management if
- * image will be displayed using GLSL.
- *
- * Need to update rect if Save Buffers enabled because in
- * this case GLSL doesn't have original float buffer to
- * operate with.
- */
- if (!rj->supports_glsl_draw || ibuf->channels == 1 ||
- ED_draw_imbuf_method(ibuf) != IMAGE_DRAW_METHOD_GLSL) {
- image_buffer_rect_update(rj, rr, ibuf, &rj->iuser, &tile_rect, offset_x, offset_y, viewname);
- }
- BKE_image_update_gputexture_delayed(
- ima, ibuf, offset_x, offset_y, BLI_rcti_size_x(&tile_rect), BLI_rcti_size_y(&tile_rect));
-
- /* make jobs timer to send notifier */
- *(rj->do_update) = true;
- }
- BKE_image_release_ibuf(ima, ibuf, lock);
-}
-
-static void current_scene_update(void *rjv, Scene *scene)
-{
- RenderJob *rj = rjv;
- rj->current_scene = scene;
- rj->iuser.scene = scene;
-}
-
-static void render_startjob(void *rjv, short *stop, short *do_update, float *progress)
-{
- RenderJob *rj = rjv;
-
- rj->stop = stop;
- rj->do_update = do_update;
- rj->progress = progress;
-
- RE_SetReports(rj->re, rj->reports);
-
- if (rj->anim) {
- RE_RenderAnim(rj->re,
- rj->main,
- rj->scene,
- rj->single_layer,
- rj->camera_override,
- rj->scene->r.sfra,
- rj->scene->r.efra,
- rj->scene->r.frame_step);
- }
- else {
- RE_RenderFrame(rj->re,
- rj->main,
- rj->scene,
- rj->single_layer,
- rj->camera_override,
- rj->scene->r.cfra,
- rj->write_still);
- }
-
- RE_SetReports(rj->re, NULL);
-}
-
-static void render_image_restore_layer(RenderJob *rj)
-{
- wmWindowManager *wm;
-
- /* image window, compo node users */
- for (wm = rj->main->wm.first; wm; wm = wm->id.next) { /* only 1 wm */
- wmWindow *win;
- for (win = wm->windows.first; win; win = win->next) {
- const bScreen *screen = WM_window_get_active_screen(win);
-
- LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
- if (area == rj->area) {
- if (area->spacetype == SPACE_IMAGE) {
- SpaceImage *sima = area->spacedata.first;
-
- if (RE_HasSingleLayer(rj->re)) {
- /* For single layer renders keep the active layer
- * visible, or show the compositing result. */
- RenderResult *rr = RE_AcquireResultRead(rj->re);
- if (RE_HasCombinedLayer(rr)) {
- sima->iuser.layer = 0;
- }
- RE_ReleaseResult(rj->re);
- }
- else {
- /* For multiple layer render, set back the layer
- * that was set at the start of rendering. */
- sima->iuser.layer = rj->orig_layer;
- }
- }
- return;
- }
- }
- }
- }
-}
-
-static void render_endjob(void *rjv)
-{
- RenderJob *rj = rjv;
-
- /* this render may be used again by the sequencer without the active
- * 'Render' where the callbacks would be re-assigned. assign dummy callbacks
- * to avoid referencing freed renderjobs bug T24508. */
- RE_InitRenderCB(rj->re);
-
- if (rj->main != G_MAIN) {
- BKE_main_free(rj->main);
- }
-
- /* else the frame will not update for the original value */
- if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) {
- /* possible this fails of loading new file while rendering */
- if (G_MAIN->wm.first) {
- ED_update_for_newframe(G_MAIN, rj->depsgraph);
- }
- }
-
- /* XXX above function sets all tags in nodes */
- ntreeCompositClearTags(rj->scene->nodetree);
-
- /* potentially set by caller */
- rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
-
- if (rj->single_layer) {
- BKE_ntree_update_tag_id_changed(rj->main, &rj->scene->id);
- BKE_ntree_update_main(rj->main, NULL);
- WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
- }
-
- if (rj->area) {
- render_image_restore_layer(rj);
- }
-
- /* XXX render stability hack */
- G.is_rendering = false;
- WM_main_add_notifier(NC_SCENE | ND_RENDER_RESULT, NULL);
-
- /* Partial render result will always update display buffer
- * for first render layer only. This is nice because you'll
- * see render progress during rendering, but it ends up in
- * wrong display buffer shown after rendering.
- *
- * The code below will mark display buffer as invalid after
- * rendering in case multiple layers were rendered, which
- * ensures display buffer matches render layer after
- * rendering.
- *
- * Perhaps proper way would be to toggle active render
- * layer in image editor and job, so we always display
- * layer being currently rendered. But this is not so much
- * trivial at this moment, especially because of external
- * engine API, so lets use simple and robust way for now
- * - sergey -
- */
- if (rj->scene->view_layers.first != rj->scene->view_layers.last || rj->image_outdated) {
- void *lock;
- Image *ima = rj->image;
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
-
- if (ibuf) {
- ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
- }
-
- BKE_image_release_ibuf(ima, ibuf, lock);
- }
-
- /* Finally unlock the user interface (if it was locked). */
- if (rj->interface_locked) {
- /* Interface was locked, so window manager couldn't have been changed
- * and using one from Global will unlock exactly the same manager as
- * was locked before running the job.
- */
- WM_set_locked_interface(G_MAIN->wm.first, false);
- DEG_tag_on_visible_update(G_MAIN, false);
- }
-}
-
-/* called by render, check job 'stop' value or the global */
-static int render_breakjob(void *rjv)
-{
- RenderJob *rj = rjv;
-
- if (G.is_break) {
- return 1;
- }
- if (rj->stop && *(rj->stop)) {
- return 1;
- }
- return 0;
-}
-
-/**
- * For exec() when there is no render job
- * NOTE: this won't check for the escape key being pressed, but doing so isn't thread-safe.
- */
-static int render_break(void *UNUSED(rjv))
-{
- if (G.is_break) {
- return 1;
- }
- return 0;
-}
-
-/* runs in thread, no cursor setting here works. careful with notifiers too (malloc conflicts) */
-/* maybe need a way to get job send notifier? */
-static void render_drawlock(void *rjv, bool lock)
-{
- RenderJob *rj = rjv;
-
- /* If interface is locked, renderer callback shall do nothing. */
- if (!rj->interface_locked) {
- BKE_spacedata_draw_locks(lock);
- }
-}
-
-/* catch esc */
-static int screen_render_modal(bContext *C, wmOperator *op, const wmEvent *event)
-{
- Scene *scene = (Scene *)op->customdata;
-
- /* no running blender, remove handler and pass through */
- if (0 == WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER)) {
- return OPERATOR_FINISHED | OPERATOR_PASS_THROUGH;
- }
-
- /* running render */
- switch (event->type) {
- case EVT_ESCKEY:
- return OPERATOR_RUNNING_MODAL;
- }
- return OPERATOR_PASS_THROUGH;
-}
-
-static void screen_render_cancel(bContext *C, wmOperator *op)
-{
- wmWindowManager *wm = CTX_wm_manager(C);
- Scene *scene = (Scene *)op->customdata;
-
- /* kill on cancel, because job is using op->reports */
- WM_jobs_kill_type(wm, scene, WM_JOB_TYPE_RENDER);
-}
-
-static void clean_viewport_memory_base(Base *base)
-{
- if ((base->flag & BASE_VISIBLE_DEPSGRAPH) == 0) {
- return;
- }
-
- Object *object = base->object;
-
- if (object->id.tag & LIB_TAG_DOIT) {
- return;
- }
-
- object->id.tag &= ~LIB_TAG_DOIT;
- if (RE_allow_render_generic_object(object)) {
- BKE_object_free_derived_caches(object);
- }
-}
-
-static void clean_viewport_memory(Main *bmain, Scene *scene)
-{
- Scene *sce_iter;
- Base *base;
-
- /* Tag all the available objects. */
- BKE_main_id_tag_listbase(&bmain->objects, LIB_TAG_DOIT, true);
-
- /* Go over all the visible objects. */
- for (wmWindowManager *wm = bmain->wm.first; wm; wm = wm->id.next) {
- LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
- ViewLayer *view_layer = WM_window_get_active_view_layer(win);
-
- for (base = view_layer->object_bases.first; base; base = base->next) {
- clean_viewport_memory_base(base);
- }
- }
- }
-
- for (SETLOOPER_SET_ONLY(scene, sce_iter, base)) {
- clean_viewport_memory_base(base);
- }
-}
-
-/* using context, starts job */
-static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
-{
- /* new render clears all callbacks */
- Main *bmain = CTX_data_main(C);
- Scene *scene = CTX_data_scene(C);
- ViewLayer *active_layer = CTX_data_view_layer(C);
- ViewLayer *single_layer = NULL;
- RenderEngineType *re_type = RE_engines_find(scene->r.engine);
- Render *re;
- wmJob *wm_job;
- RenderJob *rj;
- Image *ima;
- const bool is_animation = RNA_boolean_get(op->ptr, "animation");
- const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
- const bool use_viewport = RNA_boolean_get(op->ptr, "use_viewport");
- View3D *v3d = use_viewport ? CTX_wm_view3d(C) : NULL;
- struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
- const char *name;
- ScrArea *area;
-
- /* Cannot do render if there is not this function. */
- if (re_type->render == NULL) {
- return OPERATOR_CANCELLED;
- }
-
- /* custom scene and single layer re-render */
- screen_render_single_layer_set(op, bmain, active_layer, &scene, &single_layer);
-
- /* only one render job at a time */
- if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER)) {
- return OPERATOR_CANCELLED;
- }
-
- if (!RE_is_rendering_allowed(scene, single_layer, camera_override, op->reports)) {
- return OPERATOR_CANCELLED;
- }
-
- if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
- BKE_report(
- op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
- return OPERATOR_CANCELLED;
- }
-
- /* Reports are done inside check function, and it will return false if there are other strips to
- * render. */
- if ((scene->r.scemode & R_DOSEQ) && SEQ_relations_check_scene_recursion(scene, op->reports)) {
- return OPERATOR_CANCELLED;
- }
-
- /* stop all running jobs, except screen one. currently previews frustrate Render */
- WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
-
- /* cancel animation playback */
- if (ED_screen_animation_playing(CTX_wm_manager(C))) {
- ED_screen_animation_play(C, 0, 0);
- }
-
- /* handle UI stuff */
- WM_cursor_wait(true);
-
- /* flush sculpt and editmode changes */
- ED_editors_flush_edits_ex(bmain, true, false);
-
- /* cleanup sequencer caches before starting user triggered render.
- * otherwise, invalidated cache entries can make their way into
- * the output rendering. We can't put that into RE_RenderFrame,
- * since sequence rendering can call that recursively... (peter) */
- SEQ_cache_cleanup(scene);
-
- /* store spare
- * get view3d layer, local layer, make this nice api call to render
- * store spare */
-
- /* ensure at least 1 area shows result */
- area = render_view_open(C, event->xy[0], event->xy[1], op->reports);
-
- /* job custom data */
- rj = MEM_callocN(sizeof(RenderJob), "render job");
- rj->main = bmain;
- rj->scene = scene;
- rj->current_scene = rj->scene;
- rj->single_layer = single_layer;
- /* TODO(sergey): Render engine should be using own depsgraph.
- *
- * NOTE: Currently is only used by ED_update_for_newframe() at the end of the render, so no
- * need to ensure evaluation here. */
- rj->depsgraph = CTX_data_depsgraph_pointer(C);
- rj->camera_override = camera_override;
- rj->anim = is_animation;
- rj->write_still = is_write_still && !is_animation;
- rj->iuser.scene = scene;
- rj->reports = op->reports;
- rj->orig_layer = 0;
- rj->last_layer = 0;
- rj->area = area;
- rj->supports_glsl_draw = IMB_colormanagement_support_glsl_draw(&scene->view_settings);
-
- BKE_color_managed_display_settings_copy(&rj->display_settings, &scene->display_settings);
- BKE_color_managed_view_settings_copy(&rj->view_settings, &scene->view_settings);
-
- if (area) {
- SpaceImage *sima = area->spacedata.first;
- rj->orig_layer = sima->iuser.layer;
- }
-
- if (v3d) {
- if (camera_override && camera_override != scene->camera) {
- rj->v3d_override = true;
- }
- }
-
- /* Lock the user interface depending on render settings. */
- if (scene->r.use_lock_interface) {
- WM_set_locked_interface(CTX_wm_manager(C), true);
-
- /* Set flag interface need to be unlocked.
- *
- * This is so because we don't have copy of render settings
- * accessible from render job and copy is needed in case
- * of non-locked rendering, so we wouldn't try to unlock
- * anything if option was initially unset but then was
- * enabled during rendering.
- */
- rj->interface_locked = true;
-
- /* Clean memory used by viewport? */
- clean_viewport_memory(rj->main, scene);
- }
-
- /* setup job */
- if (RE_seq_render_active(scene, &scene->r)) {
- name = "Sequence Render";
- }
- else {
- name = "Render";
- }
-
- wm_job = WM_jobs_get(CTX_wm_manager(C),
- CTX_wm_window(C),
- scene,
- name,
- WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS,
- WM_JOB_TYPE_RENDER);
- WM_jobs_customdata_set(wm_job, rj, render_freejob);
- WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
- WM_jobs_callbacks(wm_job, render_startjob, NULL, NULL, render_endjob);
-
- if (RNA_struct_property_is_set(op->ptr, "layer")) {
- WM_jobs_delay_start(wm_job, 0.2);
- }
-
- /* get a render result image, and make sure it is empty */
- ima = BKE_image_ensure_viewer(bmain, IMA_TYPE_R_RESULT, "Render Result");
- BKE_image_signal(rj->main, ima, NULL, IMA_SIGNAL_FREE);
- BKE_image_backup_render(rj->scene, ima, true);
- rj->image = ima;
-
- /* setup new render */
- re = RE_NewSceneRender(scene);
- RE_test_break_cb(re, rj, render_breakjob);
- RE_draw_lock_cb(re, rj, render_drawlock);
- RE_display_update_cb(re, rj, image_rect_update);
- RE_current_scene_update_cb(re, rj, current_scene_update);
- RE_stats_draw_cb(re, rj, image_renderinfo_cb);
- RE_progress_cb(re, rj, render_progress_update);
- RE_gl_context_create(re);
-
- rj->re = re;
- G.is_break = false;
-
- /* store actual owner of job, so modal operator could check for it,
- * the reason of this is that active scene could change when rendering
- * several layers from compositor T31800. */
- op->customdata = scene;
-
- WM_jobs_start(CTX_wm_manager(C), wm_job);
-
- WM_cursor_wait(false);
- WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
-
- /* we set G.is_rendering here already instead of only in the job, this ensure
- * main loop or other scene updates are disabled in time, since they may
- * have started before the job thread */
- G.is_rendering = true;
-
- /* add modal handler for ESC */
- WM_event_add_modal_handler(C, op);
-
- return OPERATOR_RUNNING_MODAL;
-}
-
-void RENDER_OT_render(wmOperatorType *ot)
-{
- PropertyRNA *prop;
-
- /* identifiers */
- ot->name = "Render";
- ot->description = "Render active scene";
- ot->idname = "RENDER_OT_render";
-
- /* api callbacks */
- ot->invoke = screen_render_invoke;
- ot->modal = screen_render_modal;
- ot->cancel = screen_render_cancel;
- ot->exec = screen_render_exec;
-
- /* This isn't needed, causes failure in background mode. */
-#if 0
- ot->poll = ED_operator_screenactive;
-#endif
-
- prop = RNA_def_boolean(ot->srna,
- "animation",
- 0,
- "Animation",
- "Render files from the animation range of this scene");
- RNA_def_property_flag(prop, PROP_SKIP_SAVE);
- RNA_def_boolean(
- ot->srna,
- "write_still",
- 0,
- "Write Image",
- "Save rendered the image to the output path (used only when animation is disabled)");
- prop = RNA_def_boolean(ot->srna,
- "use_viewport",
- 0,
- "Use 3D Viewport",
- "When inside a 3D viewport, use layers and camera of the viewport");
- RNA_def_property_flag(prop, PROP_SKIP_SAVE);
- prop = RNA_def_string(ot->srna,
- "layer",
- NULL,
- RE_MAXNAME,
- "Render Layer",
- "Single render layer to re-render (used only when animation is disabled)");
- RNA_def_property_flag(prop, PROP_SKIP_SAVE);
- prop = RNA_def_string(ot->srna,
- "scene",
- NULL,
- MAX_ID_NAME - 2,
- "Scene",
- "Scene to render, current scene if not specified");
- RNA_def_property_flag(prop, PROP_SKIP_SAVE);
-}
-
-Scene *ED_render_job_get_scene(const bContext *C)
-{
- wmWindowManager *wm = CTX_wm_manager(C);
- RenderJob *rj = (RenderJob *)WM_jobs_customdata_from_type(wm, WM_JOB_TYPE_RENDER);
-
- if (rj) {
- return rj->scene;
- }
-
- return NULL;
-}
-
-Scene *ED_render_job_get_current_scene(const bContext *C)
-{
- wmWindowManager *wm = CTX_wm_manager(C);
- RenderJob *rj = (RenderJob *)WM_jobs_customdata_from_type(wm, WM_JOB_TYPE_RENDER);
- if (rj) {
- return rj->current_scene;
- }
- return NULL;
-}
-
-/* Motion blur curve preset */
-
-static int render_shutter_curve_preset_exec(bContext *C, wmOperator *op)
-{
- Scene *scene = CTX_data_scene(C);
- CurveMapping *mblur_shutter_curve = &scene->r.mblur_shutter_curve;
- CurveMap *cm = mblur_shutter_curve->cm;
- int preset = RNA_enum_get(op->ptr, "shape");
-
- mblur_shutter_curve->flag &= ~CUMA_EXTEND_EXTRAPOLATE;
- mblur_shutter_curve->preset = preset;
- BKE_curvemap_reset(
- cm, &mblur_shutter_curve->clipr, mblur_shutter_curve->preset, CURVEMAP_SLOPE_POS_NEG);
- BKE_curvemapping_changed(mblur_shutter_curve, false);
-
- return OPERATOR_FINISHED;
-}
-
-void RENDER_OT_shutter_curve_preset(wmOperatorType *ot)
-{
- PropertyRNA *prop;
- static const EnumPropertyItem prop_shape_items[] = {
- {CURVE_PRESET_SHARP, "SHARP", 0, "Sharp", ""},
- {CURVE_PRESET_SMOOTH, "SMOOTH", 0, "Smooth", ""},
- {CURVE_PRESET_MAX, "MAX", 0, "Max", ""},
- {CURVE_PRESET_LINE, "LINE", 0, "Line", ""},
- {CURVE_PRESET_ROUND, "ROUND", 0, "Round", ""},
- {CURVE_PRESET_ROOT, "ROOT", 0, "Root", ""},
- {0, NULL, 0, NULL, NULL},
- };
-
- ot->name = "Shutter Curve Preset";
- ot->description = "Set shutter curve";
- ot->idname = "RENDER_OT_shutter_curve_preset";
-
- ot->exec = render_shutter_curve_preset_exec;
-
- prop = RNA_def_enum(ot->srna, "shape", prop_shape_items, CURVE_PRESET_SMOOTH, "Mode", "");
- RNA_def_property_translation_context(prop, BLT_I18NCONTEXT_ID_CURVE); /* Abusing id_curve :/ */
-}