/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2008 Blender Foundation. All rights reserved. */ /** \file * \ingroup edrend */ #include #include #include #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_image_format.h" #include "BKE_layer.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 "NOD_composite.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); struct RenderJob { Main *main; Scene *scene; ViewLayer *single_layer; Scene *current_scene; /* TODO(sergey): Should not be needed once engine will have its 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; }; /* called inside thread! */ static bool image_buffer_calc_tile_rect(const RenderResult *rr, const ImBuf *ibuf, 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 nullptr, 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 == nullptr || renrect->ymax >= rr->recty) { return false; } /* `tile_x` here is first sub-rectangle x coord, tile_width defines sub-rectangle 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 = nullptr; 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 == nullptr) { return; } rectf = RE_RenderLayerGetPass(rr->renlay, RE_PASSNAME_COMBINED, viewname); } if (rectf == nullptr) { 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, nullptr, 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 = nullptr; 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) : nullptr; /* Cannot do render if there is not this function. */ if (re_type->render == nullptr) { 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, nullptr, nullptr); RE_test_break_cb(re, nullptr, render_break); ima = BKE_image_ensure_viewer(mainp, IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(mainp, ima, nullptr, 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, scene->r.subframe, is_write_still); } RE_SetReports(re, nullptr); /* 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(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(rjv); RenderResult *rr; rr = RE_AcquireResultRead(rj->re); if (rr) { /* malloc OK here, stats_draw is not in tile threads */ if (rr->text == nullptr) { rr->text = static_cast(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(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 = nullptr, *matched_area = nullptr; /* image window, compo node users */ for (wm = static_cast(rj->main->wm.first); wm && matched_area == nullptr; wm = static_cast(wm->id.next)) { /* only 1 wm */ wmWindow *win; for (win = static_cast(wm->windows.first); win && matched_area == nullptr; 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(area->spacedata.first); /* area->spacedata might be empty when toggling full-screen mode. */ if (sima != nullptr && sima->image == rj->image) { if (first_area == nullptr) { first_area = area; } if (area == rj->area) { matched_area = area; break; } } } } } } if (matched_area == nullptr) { matched_area = first_area; } if (matched_area) { SpaceImage *sima = static_cast(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, rcti *renrect) { RenderJob *rj = static_cast(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 == nullptr) { 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); } ImageTile *image_tile = BKE_image_get_tile(ima, 0); BKE_image_update_gputexture_delayed(ima, image_tile, 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(rjv); if (rj->current_scene != scene) { /* Image must be updated when rendered scene changes. */ BKE_image_partial_update_mark_full_update(rj->image); } 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(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->scene->r.subframe, rj->write_still); } RE_SetReports(rj->re, nullptr); } static void render_image_restore_layer(RenderJob *rj) { wmWindowManager *wm; /* image window, compo node users */ for (wm = static_cast(rj->main->wm.first); wm; wm = static_cast(wm->id.next)) { /* only 1 wm */ wmWindow *win; for (win = static_cast(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(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(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 render-jobs 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, nullptr); 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, nullptr); /* 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(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(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 * /*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(rjv); /* If interface is locked, renderer callback shall do nothing. */ if (!rj->interface_locked) { BKE_spacedata_draw_locks(lock); } } /** Catch escape key to cancel. */ 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_ENABLED_AND_MAYBE_VISIBLE_IN_VIEWPORT) == 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(bmain->wm.first); wm; wm = static_cast(wm->id.next)) { LISTBASE_FOREACH (wmWindow *, win, &wm->windows) { ViewLayer *view_layer = WM_window_get_active_view_layer(win); BKE_view_layer_synced_ensure(scene, view_layer); LISTBASE_FOREACH (Base *, b, BKE_view_layer_object_bases_get(view_layer)) { clean_viewport_memory_base(b); } } } 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 = nullptr; 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) : nullptr; struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : nullptr; const char *name; ScrArea *area; /* Cannot do render if there is not this function. */ if (re_type->render == nullptr) { 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("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 its 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(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, nullptr, nullptr, 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, nullptr, 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", false, "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", false, "Write Image", "Save rendered the image to the output path (used only when animation is disabled)"); prop = RNA_def_boolean(ot->srna, "use_viewport", false, "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", nullptr, 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", nullptr, 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, CTX_data_scene(C), WM_JOB_TYPE_RENDER); if (rj) { return rj->scene; } return nullptr; } 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, CTX_data_scene(C), WM_JOB_TYPE_RENDER); if (rj) { return rj->current_scene; } return nullptr; } /* 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, nullptr, 0, nullptr, nullptr}, }; 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_LEGACY); /* Abusing id_curve :/ */ }