diff options
author | Jacques Lucke <jacques@blender.org> | 2021-12-27 19:26:09 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2021-12-27 19:26:09 +0300 |
commit | 1c9d8fcb477c5aea5555781cc209d60da126f48f (patch) | |
tree | 0dfd7e47181b1750d9f6521ef71150ae7178fce5 /source/blender/editors/render/render_internal.cc | |
parent | 644e6c7a3e99ae1d43edb25a7d4c3ed86727faba (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.cc')
-rw-r--r-- | source/blender/editors/render/render_internal.cc | 1200 |
1 files changed, 1200 insertions, 0 deletions
diff --git a/source/blender/editors/render/render_internal.cc b/source/blender/editors/render/render_internal.cc new file mode 100644 index 00000000000..97218ac02bf --- /dev/null +++ b/source/blender/editors/render/render_internal.cc @@ -0,0 +1,1200 @@ +/* + * 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.hh" + +/* 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 = static_cast<RenderJob *>(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 = static_cast<RenderJob *>(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 = static_cast<char *>(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 = static_cast<RenderJob *>(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 = static_cast<wmWindowManager *>(rj->main->wm.first); wm && matched_area == NULL; + wm = static_cast<wmWindowManager *>(wm->id.next)) { /* only 1 wm */ + wmWindow *win; + for (win = static_cast<wmWindow *>(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 = static_cast<SpaceImage *>(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 = static_cast<SpaceImage *>(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 = static_cast<RenderJob *>(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 = static_cast<RenderJob *>(rjv); + rj->current_scene = scene; + rj->iuser.scene = scene; +} + +static void render_startjob(void *rjv, short *stop, short *do_update, float *progress) +{ + RenderJob *rj = static_cast<RenderJob *>(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 = static_cast<wmWindowManager *>(rj->main->wm.first); wm; + wm = static_cast<wmWindowManager *>(wm->id.next)) { /* only 1 wm */ + wmWindow *win; + for (win = static_cast<wmWindow *>(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 = static_cast<SpaceImage *>(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 = static_cast<RenderJob *>(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(static_cast<wmWindowManager *>(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 = static_cast<RenderJob *>(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 = static_cast<RenderJob *>(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 = static_cast<wmWindowManager *>(bmain->wm.first); wm; + wm = static_cast<wmWindowManager *>(wm->id.next)) { + LISTBASE_FOREACH (wmWindow *, win, &wm->windows) { + ViewLayer *view_layer = WM_window_get_active_view_layer(win); + + for (base = static_cast<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_cnew<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 = static_cast<SpaceImage *>(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 :/ */ +} |