/* * ***** 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) 2008 Blender Foundation. * All rights reserved. * * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/render/render_internal.c * \ingroup edrend */ #include #include #include #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_threads.h" #include "BLI_utildefines.h" #include "PIL_time.h" #include "BLF_translation.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_view3d_types.h" #include "DNA_userdef_types.h" #include "BKE_blender.h" #include "BKE_context.h" #include "BKE_depsgraph.h" #include "BKE_freestyle.h" #include "BKE_global.h" #include "BKE_image.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_multires.h" #include "BKE_paint.h" #include "BKE_report.h" #include "BKE_sequencer.h" #include "BKE_screen.h" #include "BKE_scene.h" #include "WM_api.h" #include "WM_types.h" #include "ED_object.h" #include "ED_render.h" #include "ED_screen.h" #include "ED_view3d.h" #include "RE_pipeline.h" #include "RE_engine.h" #include "IMB_colormanagement.h" #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" #include "GPU_extensions.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "RNA_access.h" #include "RNA_define.h" #include "wm_window.h" #include "render_intern.h" /* Render Callbacks */ static int render_break(void *rjv); /* called inside thread! */ void image_buffer_rect_update(Scene *scene, RenderResult *rr, ImBuf *ibuf, volatile rcti *renrect) { float *rectf = NULL; int ymin, ymax, xmin, xmax; int rymin, rxmin; /* if renrect argument, we only refresh scanlines */ if (renrect) { /* if (ymax == recty), rendering of layer is ready, we should not draw, other things happen... */ if (rr->renlay == NULL || renrect->ymax >= rr->recty) return; /* xmin here is first subrect x coord, xmax defines subrect width */ xmin = renrect->xmin + rr->crop; xmax = renrect->xmax - xmin + rr->crop; if (xmax < 2) return; ymin = renrect->ymin + rr->crop; ymax = renrect->ymax - ymin + rr->crop; if (ymax < 2) return; renrect->ymin = renrect->ymax; } else { xmin = ymin = rr->crop; xmax = rr->rectx - 2 * rr->crop; ymax = rr->recty - 2 * rr->crop; } /* xmin ymin is in tile coords. transform to ibuf */ rxmin = rr->tilerect.xmin + xmin; if (rxmin >= ibuf->x) return; rymin = rr->tilerect.ymin + ymin; if (rymin >= ibuf->y) return; if (rxmin + xmax > ibuf->x) xmax = ibuf->x - rxmin; if (rymin + ymax > ibuf->y) ymax = ibuf->y - rymin; if (xmax < 1 || ymax < 1) return; /* find current float rect for display, first case is after composite... still weak */ if (rr->rectf) rectf = rr->rectf; else { if (rr->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; } else { if (rr->renlay == NULL || rr->renlay->rectf == NULL) return; rectf = rr->renlay->rectf; } } if (rectf == NULL) return; if (ibuf->rect == NULL) imb_addrectImBuf(ibuf); rectf += 4 * (rr->rectx * ymin + xmin); IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr->rectx, rxmin, rymin, &scene->view_settings, &scene->display_settings, rxmin, rymin, rxmin + xmax, rymin + ymax, TRUE); } /* ****************************** render invoking ***************** */ /* set callbacks, exported to sequence render too. * Only call in foreground (UI) renders. */ static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **scene, SceneRenderLayer **srl) { /* 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->scene, scene_name, offsetof(ID, name) + 2); if (scn) { /* camera switch wont 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")) { SceneRenderLayer *rl; char rl_name[RE_MAXNAME]; RNA_string_get(op->ptr, "layer", rl_name); rl = (SceneRenderLayer *)BLI_findstring(&(*scene)->r.layers, rl_name, offsetof(SceneRenderLayer, name)); if (rl) *srl = rl; } } /* executes blocking render */ static int screen_render_exec(bContext *C, wmOperator *op) { Scene *scene = CTX_data_scene(C); SceneRenderLayer *srl = NULL; Render *re; Image *ima; View3D *v3d = CTX_wm_view3d(C); Main *mainp = CTX_data_main(C); unsigned int lay; const short is_animation = RNA_boolean_get(op->ptr, "animation"); const short is_write_still = RNA_boolean_get(op->ptr, "write_still"); struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL; /* custom scene and single layer re-render */ screen_render_scene_layer_set(op, mainp, &scene, &srl); 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_NewRender(scene->id.name); lay = (v3d) ? v3d->lay : scene->lay; G.is_break = FALSE; RE_test_break_cb(re, NULL, render_break); ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE); BKE_image_backup_render(scene, ima); /* 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_BlenderFrame, * since sequence rendering can call that recursively... (peter) */ BKE_sequencer_cache_cleanup(); RE_SetReports(re, op->reports); if (is_animation) RE_BlenderAnim(re, mainp, scene, camera_override, lay, scene->r.sfra, scene->r.efra, scene->r.frame_step); else RE_BlenderFrame(re, mainp, scene, srl, camera_override, lay, 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, scene, 1); WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene); return OPERATOR_FINISHED; } typedef struct RenderJob { Main *main; Scene *scene; Render *re; wmWindow *win; SceneRenderLayer *srl; struct Object *camera_override; int lay; short anim, write_still; Image *image; ImageUser iuser; short *stop; short *do_update; float *progress; ReportList *reports; } RenderJob; static void render_freejob(void *rjv) { RenderJob *rj = rjv; MEM_freeN(rj); } /* str is IMA_MAX_RENDER_TEXT in size */ static void make_renderinfo_string(RenderStats *rs, Scene *scene, char *str) { char info_time_str[32]; // used to be extern to header_info.c uintptr_t mem_in_use, mmap_in_use, peak_memory; float megs_used_memory, mmap_used_memory, megs_peak_memory; char *spos = str; mem_in_use = MEM_get_memory_in_use(); mmap_in_use = MEM_get_mapped_memory_in_use(); peak_memory = MEM_get_peak_memory(); megs_used_memory = (mem_in_use - mmap_in_use) / (1024.0 * 1024.0); mmap_used_memory = (mmap_in_use) / (1024.0 * 1024.0); megs_peak_memory = (peak_memory) / (1024.0 * 1024.0); /* local view */ if (rs->localview) spos += sprintf(spos, "%s | ", IFACE_("Local View")); /* frame number */ spos += sprintf(spos, IFACE_("Frame:%d "), (scene->r.cfra)); /* previous and elapsed time */ BLI_timestr(rs->lastframetime, info_time_str, sizeof(info_time_str)); if (rs->infostr && rs->infostr[0]) { if (rs->lastframetime != 0.0) spos += sprintf(spos, IFACE_("| Last:%s "), info_time_str); else spos += sprintf(spos, "| "); BLI_timestr(PIL_check_seconds_timer() - rs->starttime, info_time_str, sizeof(info_time_str)); } else spos += sprintf(spos, "| "); spos += sprintf(spos, IFACE_("Time:%s "), info_time_str); /* statistics */ if (rs->statstr) { if (rs->statstr[0]) { spos += sprintf(spos, "| %s ", rs->statstr); } } else { if (rs->totvert || rs->totface || rs->tothalo || rs->totstrand || rs->totlamp) spos += sprintf(spos, "| "); if (rs->totvert) spos += sprintf(spos, IFACE_("Ve:%d "), rs->totvert); if (rs->totface) spos += sprintf(spos, IFACE_("Fa:%d "), rs->totface); if (rs->tothalo) spos += sprintf(spos, IFACE_("Ha:%d "), rs->tothalo); if (rs->totstrand) spos += sprintf(spos, IFACE_("St:%d "), rs->totstrand); if (rs->totlamp) spos += sprintf(spos, IFACE_("La:%d "), rs->totlamp); if (rs->mem_peak == 0.0f) spos += sprintf(spos, IFACE_("| Mem:%.2fM (%.2fM, Peak %.2fM) "), megs_used_memory, mmap_used_memory, megs_peak_memory); else spos += sprintf(spos, IFACE_("| Mem:%.2fM, Peak: %.2fM "), rs->mem_used, rs->mem_peak); if (rs->curfield) spos += sprintf(spos, IFACE_("Field %d "), rs->curfield); if (rs->curblur) spos += sprintf(spos, IFACE_("Blur %d "), rs->curblur); } /* full sample */ if (rs->curfsa) spos += sprintf(spos, IFACE_("| Full Sample %d "), rs->curfsa); /* extra info */ if (rs->infostr && rs->infostr[0]) spos += sprintf(spos, "| %s ", rs->infostr); /* 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, 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; } } static void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect) { RenderJob *rj = rjv; Image *ima = rj->image; ImBuf *ibuf; void *lock; /* only update if we are displaying the slot being rendered */ if (ima->render_slot != ima->last_render_slot) return; ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock); if (ibuf) { image_buffer_rect_update(rj->scene, rr, ibuf, renrect); /* make jobs timer to send notifier */ *(rj->do_update) = TRUE; } BKE_image_release_ibuf(ima, ibuf, lock); } 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_BlenderAnim(rj->re, rj->main, rj->scene, rj->camera_override, rj->lay, rj->scene->r.sfra, rj->scene->r.efra, rj->scene->r.frame_step); else RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->srl, rj->camera_override, rj->lay, rj->scene->r.cfra, rj->write_still); RE_SetReports(rj->re, NULL); } 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 [#24508] */ RE_InitRenderCB(rj->re); if (rj->main != G.main) free_main(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->scene, 1); } } /* 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->srl) { nodeUpdateID(rj->scene->nodetree, &rj->scene->id); WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene); } /* 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->r.layers.first != rj->scene->r.layers.last) { 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); } } /* 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 wont check for the escape key being pressed, but doing so isnt threadsafe */ 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 notifer? */ static void render_drawlock(void *UNUSED(rjv), int lock) { 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 ESCKEY: return OPERATOR_RUNNING_MODAL; break; } return OPERATOR_PASS_THROUGH; } /* using context, starts job */ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event) { /* new render clears all callbacks */ Main *mainp; Scene *scene = CTX_data_scene(C); SceneRenderLayer *srl = NULL; View3D *v3d = CTX_wm_view3d(C); Render *re; wmJob *wm_job; RenderJob *rj; Image *ima; int jobflag; const short is_animation = RNA_boolean_get(op->ptr, "animation"); const short is_write_still = RNA_boolean_get(op->ptr, "write_still"); struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL; const char *name; Object *active_object = CTX_data_active_object(C); /* 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, 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; } /* stop all running jobs, except screen one. currently previews frustrate Render */ WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C)); /* get main */ if (G.debug_value == 101) { /* thread-safety experiment, copy main from the undo buffer */ mainp = BKE_undo_get_main(&scene); } else mainp = CTX_data_main(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(1); /* flush multires changes (for sculpt) */ multires_force_render_update(active_object); /* flush changes from dynamic topology sculpt */ sculptsession_bm_to_me_for_render(active_object); /* 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_BlenderFrame, * since sequence rendering can call that recursively... (peter) */ BKE_sequencer_cache_cleanup(); /* get editmode results */ ED_object_editmode_load(CTX_data_edit_object(C)); // store spare // get view3d layer, local layer, make this nice api call to render // store spare /* ensure at least 1 area shows result */ render_view_open(C, event->x, event->y); jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS; /* custom scene and single layer re-render */ screen_render_scene_layer_set(op, mainp, &scene, &srl); if (RNA_struct_property_is_set(op->ptr, "layer")) jobflag |= WM_JOB_SUSPEND; /* job custom data */ rj = MEM_callocN(sizeof(RenderJob), "render job"); rj->main = mainp; rj->scene = scene; rj->win = CTX_wm_window(C); rj->srl = srl; rj->camera_override = camera_override; rj->lay = scene->lay; rj->anim = is_animation; rj->write_still = is_write_still && !is_animation; rj->iuser.scene = scene; rj->iuser.ok = 1; rj->reports = op->reports; if (v3d) { rj->lay = v3d->lay; if (v3d->localvd) rj->lay |= v3d->localvd->lay; } /* 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, jobflag, 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); /* get a render result image, and make sure it is empty */ ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE); BKE_image_backup_render(rj->scene, ima); rj->image = ima; /* setup new render */ re = RE_NewRender(scene->id.name); RE_test_break_cb(re, rj, render_breakjob); RE_draw_lock_cb(re, rj, render_drawlock); RE_display_draw_cb(re, rj, image_rect_update); RE_stats_draw_cb(re, rj, image_renderinfo_cb); RE_progress_cb(re, rj, render_progress_update); 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 [#31800] */ op->customdata = scene; WM_jobs_start(CTX_wm_manager(C), wm_job); WM_cursor_wait(0); 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; } /* contextual render, using current scene, view3d? */ 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->exec = screen_render_exec; /*ot->poll = ED_operator_screenactive;*/ /* this isn't needed, causes failer in background mode */ RNA_def_boolean(ot->srna, "animation", 0, "Animation", "Render files from the animation range of this scene"); 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_string(ot->srna, "layer", "", 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", "", MAX_ID_NAME - 2, "Scene", "Scene to render, current scene if not specified"); RNA_def_property_flag(prop, PROP_SKIP_SAVE); } /* ************** preview for 3d viewport ***************** */ #define PR_UPDATE_VIEW 1 #define PR_UPDATE_RENDERSIZE 2 #define PR_UPDATE_MATERIAL 4 #define PR_UPDATE_DATABASE 8 typedef struct RenderPreview { /* from wmJob */ void *owner; short *stop, *do_update; wmJob *job; Scene *scene; ScrArea *sa; ARegion *ar; View3D *v3d; RegionView3D *rv3d; Main *bmain; RenderEngine *engine; float viewmat[4][4]; } RenderPreview; static int render_view3d_disprect(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, rcti *disprect) { /* copied code from view3d_draw.c */ rctf viewborder; int draw_border; if (rv3d->persp == RV3D_CAMOB) draw_border = (scene->r.mode & R_BORDER) != 0; else draw_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0; if (draw_border) { if (rv3d->persp == RV3D_CAMOB) { ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false); disprect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder); disprect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder); disprect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder); disprect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder); } else { disprect->xmin = v3d->render_border.xmin * ar->winx; disprect->xmax = v3d->render_border.xmax * ar->winx; disprect->ymin = v3d->render_border.ymin * ar->winy; disprect->ymax = v3d->render_border.ymax * ar->winy; } return 1; } BLI_rcti_init(disprect, 0, 0, 0, 0); return 0; } /* returns true if OK */ static bool render_view3d_get_rects(ARegion *ar, View3D *v3d, RegionView3D *rv3d, rctf *viewplane, RenderEngine *engine, float *r_clipsta, float *r_clipend, float *r_pixsize, bool *r_ortho) { if (ar->winx < 4 || ar->winy < 4) return false; *r_ortho = ED_view3d_viewplane_get(v3d, rv3d, ar->winx, ar->winy, viewplane, r_clipsta, r_clipend, r_pixsize); engine->resolution_x = ar->winx; engine->resolution_y = ar->winy; return true; } /* called by renderer, checks job value */ static int render_view3d_break(void *rpv) { RenderPreview *rp = rpv; if (G.is_break) return 1; /* during render, rv3d->engine can get freed */ if (rp->rv3d->render_engine == NULL) *rp->stop = 1; return *(rp->stop); } static void render_view3d_draw_update(void *rpv, RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect)) { RenderPreview *rp = rpv; *(rp->do_update) = TRUE; } static void render_view3d_renderinfo_cb(void *rjp, RenderStats *rs) { RenderPreview *rp = rjp; /* during render, rv3d->engine can get freed */ if (rp->rv3d->render_engine == NULL) *rp->stop = 1; else if (rp->engine->text) { make_renderinfo_string(rs, rp->scene, rp->engine->text); /* make jobs timer to send notifier */ *(rp->do_update) = TRUE; } } static void render_view3d_startjob(void *customdata, short *stop, short *do_update, float *UNUSED(progress)) { RenderPreview *rp = customdata; Render *re; RenderStats *rstats; RenderData rdata; rctf viewplane; rcti cliprct; float clipsta, clipend, pixsize; bool orth, restore = 0; char name[32]; int update_flag; update_flag = rp->engine->job_update_flag; rp->engine->job_update_flag = 0; //printf("ma %d res %d view %d db %d\n", update_flag & PR_UPDATE_MATERIAL, update_flag & PR_UPDATE_RENDERSIZE, update_flag & PR_UPDATE_VIEW, update_flag & PR_UPDATE_DATABASE); G.is_break = FALSE; if (false == render_view3d_get_rects(rp->ar, rp->v3d, rp->rv3d, &viewplane, rp->engine, &clipsta, &clipend, &pixsize, &orth)) return; rp->stop = stop; rp->do_update = do_update; // printf("Enter previewrender\n"); /* ok, are we rendering all over? */ sprintf(name, "View3dPreview %p", (void *)rp->ar); re = rp->engine->re = RE_GetRender(name); /* set this always, rp is different for each job */ RE_test_break_cb(re, rp, render_view3d_break); RE_display_draw_cb(re, rp, render_view3d_draw_update); RE_stats_draw_cb(re, rp, render_view3d_renderinfo_cb); rstats = RE_GetStats(re); if ((update_flag & (PR_UPDATE_RENDERSIZE|PR_UPDATE_DATABASE)) || rstats->convertdone == 0) { /* no osa, blur, seq, layers, etc for preview render */ rdata = rp->scene->r; rdata.mode &= ~(R_OSA | R_MBLUR | R_BORDER | R_PANORAMA); rdata.scemode &= ~(R_DOSEQ | R_DOCOMP | R_FREE_IMAGE); rdata.scemode |= R_VIEWPORT_PREVIEW; /* we do use layers, but only active */ rdata.scemode |= R_SINGLE_LAYER; /* initalize always */ if (render_view3d_disprect(rp->scene, rp->ar, rp->v3d, rp->rv3d, &cliprct)) { rdata.mode |= R_BORDER; RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, &cliprct); } else RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, NULL); } if (orth) RE_SetOrtho(re, &viewplane, clipsta, clipend); else RE_SetWindow(re, &viewplane, clipsta, clipend); RE_SetPixelSize(re, pixsize); if ((update_flag & PR_UPDATE_DATABASE) || rstats->convertdone == 0) { unsigned int lay = rp->scene->lay; /* allow localview render for objects with lights in normal layers */ if (rp->v3d->lay & 0xFF000000) lay |= rp->v3d->lay; else lay = rp->v3d->lay; RE_SetView(re, rp->viewmat); /* copying blender data while main thread is locked, to avoid crashes */ WM_job_main_thread_lock_acquire(rp->job); RE_Database_Free(re); RE_Database_FromScene(re, rp->bmain, rp->scene, lay, 0); // 0= dont use camera view WM_job_main_thread_lock_release(rp->job); /* do preprocessing like building raytree, shadows, volumes, SSS */ RE_Database_Preprocess(re); /* conversion not completed, need to do it again */ if (!rstats->convertdone) rp->engine->job_update_flag |= PR_UPDATE_DATABASE; // printf("dbase update\n"); } else { // printf("dbase rotate\n"); RE_DataBase_IncrementalView(re, rp->viewmat, 0); restore = 1; } RE_DataBase_ApplyWindow(re); /* OK, can we enter render code? */ if (rstats->convertdone) { RE_TileProcessor(re); /* always rotate back */ if (restore) RE_DataBase_IncrementalView(re, rp->viewmat, 1); } } static void render_view3d_free(void *customdata) { RenderPreview *rp = customdata; MEM_freeN(rp); } static bool render_view3d_flag_changed(RenderEngine *engine, const bContext *C) { RegionView3D *rv3d = CTX_wm_region_view3d(C); View3D *v3d = CTX_wm_view3d(C); ARegion *ar = CTX_wm_region(C); Scene *scene = CTX_data_scene(C); Render *re; rctf viewplane; rcti disprect; float clipsta, clipend; bool orth; int job_update_flag = 0; char name[32]; /* ensure render engine exists */ re = engine->re; if (!re) { sprintf(name, "View3dPreview %p", (void *)ar); re = engine->re = RE_GetRender(name); if (!re) re = engine->re = RE_NewRender(name); engine->update_flag |= RE_ENGINE_UPDATE_DATABASE; } /* check update_flag */ if (engine->update_flag & RE_ENGINE_UPDATE_MA) job_update_flag |= PR_UPDATE_MATERIAL; if (engine->update_flag & RE_ENGINE_UPDATE_OTHER) job_update_flag |= PR_UPDATE_MATERIAL; if (engine->update_flag & RE_ENGINE_UPDATE_DATABASE) { job_update_flag |= PR_UPDATE_DATABASE; /* load editmesh */ if (scene->obedit) ED_object_editmode_load(scene->obedit); } engine->update_flag = 0; /* check if viewport changed */ if (engine->last_winx != ar->winx || engine->last_winy != ar->winy) { engine->last_winx = ar->winx; engine->last_winy = ar->winy; job_update_flag |= PR_UPDATE_RENDERSIZE; } if (compare_m4m4(engine->last_viewmat, rv3d->viewmat, 0.00001f) == 0) { copy_m4_m4(engine->last_viewmat, rv3d->viewmat); job_update_flag |= PR_UPDATE_VIEW; } render_view3d_get_rects(ar, v3d, rv3d, &viewplane, engine, &clipsta, &clipend, NULL, &orth); if (BLI_rctf_compare(&viewplane, &engine->last_viewplane, 0.00001f) == 0) { engine->last_viewplane = viewplane; job_update_flag |= PR_UPDATE_VIEW; } render_view3d_disprect(scene, ar, v3d, rv3d, &disprect); if (BLI_rcti_compare(&disprect, &engine->last_disprect) == 0) { engine->last_disprect = disprect; job_update_flag |= PR_UPDATE_RENDERSIZE; } /* any changes? go ahead and rerender */ if (job_update_flag) { engine->job_update_flag |= job_update_flag; return true; } return false; } static void render_view3d_do(RenderEngine *engine, const bContext *C) { wmJob *wm_job; RenderPreview *rp; Scene *scene = CTX_data_scene(C); if (CTX_wm_window(C) == NULL) return; if (!render_view3d_flag_changed(engine, C)) return; wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), CTX_wm_region(C), "Render Preview", WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW); rp = MEM_callocN(sizeof(RenderPreview), "render preview"); rp->job = wm_job; /* customdata for preview thread */ rp->scene = scene; rp->engine = engine; rp->sa = CTX_wm_area(C); rp->ar = CTX_wm_region(C); rp->v3d = rp->sa->spacedata.first; rp->rv3d = CTX_wm_region_view3d(C); rp->bmain = CTX_data_main(C); copy_m4_m4(rp->viewmat, rp->rv3d->viewmat); /* dont alloc in threads */ if (engine->text == NULL) engine->text = MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext"); /* setup job */ WM_jobs_customdata_set(wm_job, rp, render_view3d_free); WM_jobs_timer(wm_job, 0.1, NC_SPACE | ND_SPACE_VIEW3D, NC_SPACE | ND_SPACE_VIEW3D); WM_jobs_callbacks(wm_job, render_view3d_startjob, NULL, NULL, NULL); WM_jobs_start(CTX_wm_manager(C), wm_job); engine->flag &= ~RE_ENGINE_DO_UPDATE; } /* callback for render engine , on changes */ void render_view3d_update(RenderEngine *engine, const bContext *C) { /* this shouldn't be needed and causes too many database rebuilds, but we * aren't actually tracking updates for all relevent datablocks so this is * a catch-all for updates */ engine->update_flag |= RE_ENGINE_UPDATE_DATABASE; render_view3d_do(engine, C); } void render_view3d_draw(RenderEngine *engine, const bContext *C) { Render *re = engine->re; RenderResult rres; char name[32]; render_view3d_do(engine, C); if (re == NULL) { sprintf(name, "View3dPreview %p", (void *)CTX_wm_region(C)); re = RE_GetRender(name); if (re == NULL) return; } RE_AcquireResultImage(re, &rres); if (rres.rectf) { Scene *scene = CTX_data_scene(C); bool force_fallback = false; bool need_fallback = true; float dither = scene->r.dither_intensity; /* Dithering is not supported on GLSL yet */ force_fallback |= dither != 0.0f; /* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */ force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL); /* Try using GLSL display transform. */ if (force_fallback == false) { if (IMB_colormanagement_setup_glsl_draw(NULL, &scene->display_settings, TRUE)) { glEnable(GL_BLEND); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glaDrawPixelsTex(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_FLOAT, GL_LINEAR, rres.rectf); glDisable(GL_BLEND); IMB_colormanagement_finish_glsl_draw(); need_fallback = false; } } /* If GLSL failed, use old-school CPU-based transform. */ if (need_fallback) { unsigned char *display_buffer = MEM_mallocN(4 * rres.rectx * rres.recty * sizeof(char), "render_view3d_draw"); IMB_colormanagement_buffer_make_display_space(rres.rectf, display_buffer, rres.rectx, rres.recty, 4, dither, NULL, &scene->display_settings); glEnable(GL_BLEND); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glaDrawPixelsAuto(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, display_buffer); glDisable(GL_BLEND); MEM_freeN(display_buffer); } } RE_ReleaseResultImage(re); } void ED_viewport_render_kill_jobs(const bContext *C, bool free_database) { wmWindowManager *wm = CTX_wm_manager(C); Main *bmain = CTX_data_main(C); bScreen *sc; ScrArea *sa; ARegion *ar; if (!wm) return; /* kill all actively running jobs */ WM_jobs_kill(wm, NULL, render_view3d_startjob); /* loop over 3D view render engines */ for (sc = bmain->screen.first; sc; sc = sc->id.next) { for (sa = sc->areabase.first; sa; sa = sa->next) { if (sa->spacetype != SPACE_VIEW3D) continue; for (ar = sa->regionbase.first; ar; ar = ar->next) { RegionView3D *rv3d; if (ar->regiontype != RGN_TYPE_WINDOW) continue; rv3d = ar->regiondata; if (rv3d->render_engine) { /* free render database now before we change data, because * RE_Database_Free will also loop over blender data */ if (free_database) { char name[32]; Render *re; sprintf(name, "View3dPreview %p", (void *)ar); re = RE_GetRender(name); if (re) RE_Database_Free(re); /* tag render engine to update entire database */ rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_DATABASE; } else { /* quick shader update */ rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_MA; } } } } } }