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authorTon Roosendaal <ton@blender.org>2004-12-27 22:28:52 +0300
committerTon Roosendaal <ton@blender.org>2004-12-27 22:28:52 +0300
commit610cec55c7134c3dada168530ee833276677bae7 (patch)
tree428e061d0d42b79b9332688951baa3f189a3a985 /source/blender/src/renderwin.c
parentc43c38140d59e9204d55a62c87e0b701f50f2538 (diff)
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
Diffstat (limited to 'source/blender/src/renderwin.c')
-rw-r--r--source/blender/src/renderwin.c217
1 files changed, 181 insertions, 36 deletions
diff --git a/source/blender/src/renderwin.c b/source/blender/src/renderwin.c
index 5fbe58523cb..19b7ee96a15 100644
--- a/source/blender/src/renderwin.c
+++ b/source/blender/src/renderwin.c
@@ -72,7 +72,9 @@
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_mywindow.h"
+#include "BIF_previewrender.h"
#include "BIF_renderwin.h"
+#include "BIF_resources.h"
#include "BIF_toets.h"
#include "BDR_editobject.h"
@@ -111,6 +113,9 @@
/* forces draw of alpha */
#define RW_FLAGS_ALPHA (1<<4)
+/* space for info text */
+#define RW_HEADERY 18
+
typedef struct {
Window *win;
@@ -125,6 +130,8 @@ typedef struct {
float pan_mouse_start[2], pan_ofs_start[2];
char *info_text;
+ char *render_text, *render_text_spare;
+
} RenderWin;
static RenderWin *render_win= NULL;
@@ -142,6 +149,7 @@ static RenderWin *renderwin_alloc(Window *win)
rw->flags= 0;
rw->zoomofs[0]= rw->zoomofs[1]= 0;
rw->info_text= NULL;
+ rw->render_text= rw->render_text_spare= NULL;
rw->lmouse[0]= rw->lmouse[1]= 0;
rw->mbut[0]= rw->mbut[1]= rw->mbut[2]= 0;
@@ -167,6 +175,7 @@ static void renderwin_get_disprect(RenderWin *rw, float disprect_r[2][2])
int w, h;
window_get_size(rw->win, &w, &h);
+ h-= RW_HEADERY;
display_w= R.rectx*rw->zoom;
display_h= R.recty*rw->zoom;
@@ -204,6 +213,7 @@ static int renderwin_win_to_ndc(RenderWin *rw, int win_co[2], float ndc_r[2])
int w, h;
window_get_size(rw->win, &w, &h);
+ h-= RW_HEADERY;
ndc_r[0]= ((float)(win_co[0]*2)/(w-1) - 1.0);
ndc_r[1]= ((float)(win_co[1]*2)/(h-1) - 1.0);
@@ -225,6 +235,8 @@ static void renderwin_reset_view(RenderWin *rw)
/* now calculate a zoom for when image is larger than window */
window_get_size(rw->win, &w, &h);
+ h-= RW_HEADERY;
+
/* at this point the r.rectx/y values are not correct yet */
rectx= (G.scene->r.size*G.scene->r.xsch)/100;
recty= (G.scene->r.size*G.scene->r.ysch)/100;
@@ -239,6 +251,34 @@ static void renderwin_reset_view(RenderWin *rw)
renderwin_queue_redraw(rw);
}
+static void renderwin_draw_render_info(RenderWin *rw)
+{
+ /* render text is added to top */
+ if(RW_HEADERY) {
+ float colf[3];
+ rcti rect;
+
+ window_get_size(rw->win, &rect.xmax, &rect.ymax);
+ rect.xmin= 0;
+ rect.ymin= rect.ymax-RW_HEADERY;
+ glEnable(GL_SCISSOR_TEST);
+ glaDefine2DArea(&rect);
+
+ /* clear header rect */
+ BIF_SetTheme(NULL); // sets view3d theme by default
+ BIF_GetThemeColor3fv(TH_HEADER, colf);
+ glClearColor(colf[0], colf[1], colf[2], 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ if(rw->render_text) {
+ BIF_ThemeColor(TH_TEXT);
+ glRasterPos2i(12, 5);
+ BMF_DrawString(G.fonts, rw->render_text);
+ }
+ }
+
+}
+
static void renderwin_draw(RenderWin *rw, int just_clear)
{
float disprect[2][2];
@@ -246,10 +286,15 @@ static void renderwin_draw(RenderWin *rw, int just_clear)
rect.xmin= rect.ymin= 0;
window_get_size(rw->win, &rect.xmax, &rect.ymax);
+ rect.ymax-= RW_HEADERY;
+
renderwin_get_disprect(rw, disprect);
window_make_active(rw->win);
+ /* do this first, so window ends with correct scissor */
+ renderwin_draw_render_info(rw);
+
glEnable(GL_SCISSOR_TEST);
glaDefine2DArea(&rect);
@@ -279,6 +324,7 @@ static void renderwin_draw(RenderWin *rw, int just_clear)
glPixelZoom(1.0, 1.0);
}
+ /* info text is overlayed on bottom */
if (rw->info_text) {
float w;
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
@@ -291,7 +337,7 @@ static void renderwin_draw(RenderWin *rw, int just_clear)
glRasterPos2i(10, 10);
BMF_DrawString(G.font, rw->info_text);
}
-
+
window_swap_buffers(rw->win);
}
@@ -330,6 +376,7 @@ static void renderwin_mouse_moved(RenderWin *rw)
int w, h;
window_get_size(rw->win, &w, &h);
+ h-= RW_HEADERY;
renderwin_win_to_ndc(rw, rw->lmouse, ndc);
rw->zoomofs[0]= -0.5*ndc[0]*(w-R.rectx*rw->zoom)/rw->zoom;
@@ -370,6 +417,13 @@ static void renderwin_handler(Window *win, void *user_data, short evt, short val
{
RenderWin *rw= user_data;
+ // added this for safety, while render it's just creating bezerk results
+ if(R.flag & R_RENDERING) {
+ if(evt==ESCKEY && val)
+ rw->flags|= RW_FLAGS_ESCAPE;
+ return;
+ }
+
if (evt==RESHAPE) {
renderwin_reshape(rw);
}
@@ -492,7 +546,7 @@ static void open_renderwin(int winpos[2], int winsize[2])
char *title;
title= renderwin_get_title(0); /* 0 = no swap */
- win= window_open(title, winpos[0], winpos[1], winsize[0], winsize[1], 0);
+ win= window_open(title, winpos[0], winpos[1], winsize[0], winsize[1]+RW_HEADERY, 0);
render_win= renderwin_alloc(win);
@@ -504,7 +558,7 @@ static void open_renderwin(int winpos[2], int winsize[2])
winlay_process_events(0);
/* mywindow has to know about it too */
- mywindow_build_and_set_renderwin(winpos[0], winpos[1], winsize[0], winsize[1]);
+ mywindow_build_and_set_renderwin(winpos[0], winpos[1], winsize[0], winsize[1]+RW_HEADERY);
/* and we should be able to draw 3d in it */
init_gl_stuff();
@@ -561,7 +615,7 @@ static void renderwin_init_display_cb(void)
if (G.afbreek == 0) {
int rendersize[2], renderpos[2];
- calc_renderwin_rectangle(R.winpos, renderpos, rendersize);
+ calc_renderwin_rectangle(G.winpos, renderpos, rendersize);
if (!render_win) {
open_renderwin(renderpos, rendersize);
@@ -572,6 +626,7 @@ static void renderwin_init_display_cb(void)
window_get_position(render_win->win, &win_x, &win_y);
window_get_size(render_win->win, &win_w, &win_h);
+ win_h-= RW_HEADERY;
/* XXX, this is nasty and I guess bound to cause problems,
* but to ensure the window is at the user specified position
@@ -616,7 +671,9 @@ static void renderwin_clear_display_cb(short ignore)
* ... better is to make this an optimization of a more clear
* implementation. the bug shows up when you do something like
* open the window, then draw part of the progress, then get
-* a redraw event. whatever can go wrong will.
+* a redraw event. whatever can go wrong will. -zr
+*
+* Note: blocked queue handling while rendering to prevent that (ton)
*/
/* in render window; display a couple of scanlines of rendered image (see callback below) */
@@ -627,9 +684,12 @@ static void renderwin_progress(RenderWin *rw, int start_y, int nlines, int rect_
win_rct.xmin= win_rct.ymin= 0;
window_get_size(rw->win, &win_rct.xmax, &win_rct.ymax);
+ win_rct.ymax-= RW_HEADERY;
+
renderwin_get_disprect(rw, disprect);
-
- window_make_active(rw->win);
+
+ /* for efficiency & speed; not drawing in Blender UI while rendering */
+ //window_make_active(rw->win);
glEnable(GL_SCISSOR_TEST);
glaDefine2DArea(&win_rct);
@@ -717,29 +777,87 @@ static void renderview_progress_display_cb(int y1, int y2, int w, int h, unsigne
}
}
+/* in 3d view; display stats of rendered image */
+static void renderview_draw_render_info(char *str)
+{
+ if (render_view3d) {
+ View3D *v3d= render_view3d;
+ rcti vb, win_rct;
+
+ calc_viewborder(v3d, &vb);
+
+ bwin_get_rect(v3d->area->win, &win_rct);
+ glaDefine2DArea(&win_rct);
+
+ glDrawBuffer(GL_FRONT);
+
+ /* clear header rect */
+ BIF_ThemeColor(TH_HEADER);
+ glRecti(vb.xmin, vb.ymax, vb.xmax, vb.ymax+RW_HEADERY);
+
+ if(str) {
+ BIF_ThemeColor(TH_TEXT);
+ glRasterPos2i(vb.xmin+12, vb.ymax+5);
+ BMF_DrawString(G.fonts, str);
+ }
+
+ glFlush();
+ glDrawBuffer(GL_BACK);
+
+ v3d->area->win_swap= WIN_FRONT_OK;
+
+ }
+}
+
+
/* -------------- callbacks for render loop: interactivity ----------------------- */
-/* callback for print info in top header in interface */
+/* callback for print info in top header of renderwin */
+/* time is only not zero on last call, we then don't update the other stats */
static void printrenderinfo_cb(double time, int sample)
{
extern int mem_in_use;
- extern char info_time_str[32]; // header_info.c
- float megs_used_memory= mem_in_use/(1024.0*1024.0);
+ static int totvert=0, totvlak=0, tothalo=0, totlamp=0;
+ static float megs_used_memory=0.0;
char str[300], *spos= str;
- timestr(time, info_time_str);
- spos+= sprintf(spos, "RENDER Fra:%d Ve:%d Fa:%d La:%d", (G.scene->r.cfra), R.totvert, R.totvlak, R.totlamp);
- spos+= sprintf(spos, "Mem:%.2fM Time:%s ", megs_used_memory, info_time_str);
-
- if (R.r.mode & R_FIELDS) {
- spos+= sprintf(spos, "Field %c ", (R.flag&R_SEC_FIELD)?'B':'A');
+ if(time==0.0) {
+ megs_used_memory= mem_in_use/(1024.0*1024.0);
+ totvert= R.totvert;
+ totvlak= R.totvlak;
+ totlamp= R.totlamp;
+ tothalo= R.tothalo;
+ }
+
+ if(tothalo)
+ spos+= sprintf(spos, "Fra:%d Ve:%d Fa:%d Ha:%d La:%d Mem:%.2fM", (G.scene->r.cfra), totvert, totvlak, tothalo, totlamp, megs_used_memory);
+ else
+ spos+= sprintf(spos, "Fra:%d Ve:%d Fa:%d La:%d Mem:%.2fM", (G.scene->r.cfra), totvert, totvlak, totlamp, megs_used_memory);
+
+ if(time==0.0) {
+ if (R.r.mode & R_FIELDS) {
+ spos+= sprintf(spos, "Field %c ", (R.flag&R_SEC_FIELD)?'B':'A');
+ }
+ if (sample!=-1) {
+ spos+= sprintf(spos, "Sample: %d ", sample);
+ }
}
- if (sample!=-1) {
- spos+= sprintf(spos, "Sample: %d ", sample);
+ else {
+ extern char info_time_str[32]; // header_info.c
+ timestr(time, info_time_str);
+ spos+= sprintf(spos, " Time:%s ", info_time_str);
}
- screen_draw_info_text(G.curscreen, str);
+ if(render_win) {
+ if(render_win->render_text) MEM_freeN(render_win->render_text);
+ render_win->render_text= BLI_strdup(str);
+ glDrawBuffer(GL_FRONT);
+ renderwin_draw_render_info(render_win);
+ glFlush();
+ glDrawBuffer(GL_BACK);
+ }
+ else renderview_draw_render_info(str);
}
/* -------------- callback system to allow ESC from rendering ----------------------- */
@@ -854,7 +972,7 @@ static void do_render(View3D *ogl_render_view3d, int anim, int force_dispwin)
/* we set this flag to prevent renderwindow queue to execute another render */
R.flag= R_RENDERING;
- if (R.displaymode == R_DISPLAYWIN || force_dispwin) {
+ if (G.displaymode == R_DISPLAYWIN || force_dispwin) {
RE_set_initrenderdisplay_callback(NULL);
RE_set_clearrenderdisplay_callback(renderwin_clear_display_cb);
RE_set_renderdisplay_callback(renderwin_progress_display_cb);
@@ -895,10 +1013,8 @@ static void do_render(View3D *ogl_render_view3d, int anim, int force_dispwin)
}
if(anim) update_for_newframe_muted(); // only when anim, causes redraw event which frustrates dispview
- R.flag= 0;
if (render_win) window_set_cursor(render_win->win, CURSOR_STD);
- waitcursor(0);
free_filesel_spec(G.scene->r.pic);
@@ -907,8 +1023,18 @@ static void do_render(View3D *ogl_render_view3d, int anim, int force_dispwin)
/* in dispiew it will destroy the image otherwise
window_make_active() raises window at osx and sends redraws */
- if(R.displaymode==R_DISPLAYWIN) mainwindow_make_active();
-
+ if(G.displaymode==R_DISPLAYWIN) {
+ mainwindow_make_active();
+
+ /* after an envmap creation... */
+ if(R.flag & R_REDRAW_PRV) {
+ BIF_all_preview_changed();
+ }
+ allqueue(REDRAWBUTSSCENE, 0); // visualize fbuf for example
+ }
+
+ R.flag= 0;
+ waitcursor(0); // waitcursor checks rendering R.flag...
}
/* finds area with a 'dispview' set */
@@ -986,6 +1112,22 @@ void BIF_do_ogl_render(View3D *ogl_render_view3d, int anim)
G.scene->r.scemode &= ~R_OGL;
}
+void BIF_redraw_render_rect(void)
+{
+
+ /* redraw */
+ if (G.displaymode == R_DISPLAYWIN) {
+ // don't open render_win if rendering has been
+ // canceled or the render_win has been actively closed
+ if (render_win) {
+ renderwin_queue_redraw(render_win);
+ }
+ } else {
+ renderview_init_display_cb();
+ renderview_progress_display_cb(0, R.recty-1, R.rectx, R.recty, R.rectot);
+ }
+}
+
void BIF_swap_render_rects(void)
{
unsigned int *temp;
@@ -1009,19 +1151,20 @@ void BIF_swap_render_rects(void)
temp= R.rectot;
R.rectot= R.rectspare;
R.rectspare= temp;
-
- /* redraw */
- if (R.displaymode == R_DISPLAYWIN) {
- // don't open render_win if rendering has been
- // canceled or the render_win has been actively closed
+
+ if (G.displaymode == R_DISPLAYWIN) {
if (render_win) {
+ char *tmp= render_win->render_text_spare;
+ render_win->render_text_spare= render_win->render_text;
+ render_win->render_text= tmp;
+
window_set_title(render_win->win, renderwin_get_title(1));
- renderwin_queue_redraw(render_win);
+
}
- } else {
- renderview_init_display_cb();
- renderview_progress_display_cb(0, R.recty-1, R.rectx, R.recty, R.rectot);
}
+
+ /* redraw */
+ BIF_redraw_render_rect();
}
/* called from usiblender.c too, to free and close renderwin */
@@ -1030,6 +1173,8 @@ void BIF_close_render_display(void)
if (render_win) {
if (render_win->info_text) MEM_freeN(render_win->info_text);
+ if (render_win->render_text) MEM_freeN(render_win->render_text);
+ if (render_win->render_text_spare) MEM_freeN(render_win->render_text_spare);
window_destroy(render_win->win); /* ghost close window */
MEM_freeN(render_win);
@@ -1045,7 +1190,7 @@ void BIF_toggle_render_display(void)
ScrArea *sa= find_dispimage_v3d();
if(R.rectot==NULL); // do nothing
- else if (render_win && R.displaymode==R_DISPLAYWIN) {
+ else if (render_win && G.displaymode==R_DISPLAYWIN) {
if(render_win->active) {
mainwindow_raise();
mainwindow_make_active();
@@ -1057,13 +1202,13 @@ void BIF_toggle_render_display(void)
render_win->active= 1;
}
}
- else if (sa && R.displaymode==R_DISPLAYVIEW) {
+ else if (sa && G.displaymode==R_DISPLAYVIEW) {
View3D *vd= sa->spacedata.first;
vd->flag &= ~V3D_DISPIMAGE;
scrarea_queue_winredraw(sa);
}
else {
- if (R.displaymode == R_DISPLAYWIN) {
+ if (G.displaymode == R_DISPLAYWIN) {
renderwin_init_display_cb();
} else {
if (render_win) {