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

RE_pipeline.h « render « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: d12162c0b9a261eb4c3e0fdc5c9db03c93ab6103 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2006 Blender Foundation. All rights reserved. */

/** \file
 * \ingroup render
 */

#pragma once

#include "DNA_ID.h"
#include "DNA_listBase.h"
#include "DNA_vec_types.h"

struct ImBuf;
struct Image;
struct ImageFormatData;
struct Main;
struct Object;
struct RenderData;
struct RenderResult;
struct ReportList;
struct Scene;
struct StampData;
struct ViewLayer;
struct bMovieHandle;

#ifdef __cplusplus
extern "C" {
#endif

/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is what is exposed of render to outside world */
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */

/* length of the scene name + passname */
#define RE_MAXNAME ((MAX_ID_NAME - 2) + 10)

/* only used as handle */
typedef struct Render Render;

/* Render Result usage:
 *
 * - render engine allocates/frees and delivers raw floating point rects
 * - right now it's full rects, but might become tiles or file
 * - the display client has to allocate display rects, sort out what to display,
 *   and how it's converted
 */

typedef struct RenderView {
  struct RenderView *next, *prev;
  char name[64]; /* EXR_VIEW_MAXNAME */

  /* if this exists, result of composited layers */
  float *rectf;
  /* if this exists, result of composited layers */
  float *rectz;
  /* optional, 32 bits version of picture, used for sequencer, ogl render and image curves */
  int *rect32;

} RenderView;

typedef struct RenderPass {
  struct RenderPass *next, *prev;
  int channels;
  char name[64];   /* amount defined in IMB_openexr.h */
  char chan_id[8]; /* amount defined in IMB_openexr.h */
  float *rect;
  int rectx, recty;

  char fullname[64]; /* EXR_PASS_MAXNAME */
  char view[64];     /* EXR_VIEW_MAXNAME */
  int view_id;       /* quick lookup */

  int pad;
} RenderPass;

/**
 * - A render-layer is a full image, but with all passes and samples.
 * - The size of the rects is defined in #RenderResult.
 * - After render, the Combined pass is in combined,
 *   for render-layers read from files it is a real pass.
 */
typedef struct RenderLayer {
  struct RenderLayer *next, *prev;

  /** copy of RenderData */
  char name[RE_MAXNAME];
  int layflag, passflag, pass_xor;

  int rectx, recty;

  /** Optional saved endresult on disk. */
  void *exrhandle;

  ListBase passes;

} RenderLayer;

typedef struct RenderResult {
  struct RenderResult *next, *prev;

  /* target image size */
  int rectx, recty;

  /* The following rect32, rectf and rectz buffers are for temporary storage only,
   * for RenderResult structs created in #RE_AcquireResultImage - which do not have RenderView */

  /* optional, 32 bits version of picture, used for ogl render and image curves */
  int *rect32;
  /* if this exists, a copy of one of layers, or result of composited layers */
  float *rectf;
  /* if this exists, a copy of one of layers, or result of composited layers */
  float *rectz;

  /* coordinates within final image (after cropping) */
  rcti tilerect;
  /* offset to apply to get a border render in full image */
  int xof, yof;

  /* the main buffers */
  ListBase layers;

  /* multiView maps to a StringVector in OpenEXR */
  ListBase views; /* RenderView */

  /* Render layer to display. */
  RenderLayer *renlay;

  /* for render results in Image, verify validity for sequences */
  int framenr;

  /* for acquire image, to indicate if it there is a combined layer */
  int have_combined;

  /* render info text */
  char *text;
  char *error;

  struct StampData *stamp_data;

  bool passes_allocated;
} RenderResult;

typedef struct RenderStats {
  int cfra;
  bool localview;
  double starttime, lastframetime;
  const char *infostr, *statstr;
  char scene_name[MAX_ID_NAME - 2];
  float mem_used, mem_peak;
} RenderStats;

/* *********************** API ******************** */

/**
 * The name is used as identifier, so elsewhere in blender the result can retrieved.
 * Calling a new render with same name, frees automatic existing render.
 */
struct Render *RE_NewRender(const char *name);
struct Render *RE_GetRender(const char *name);

struct Scene;
struct Render *RE_NewSceneRender(const struct Scene *scene);
struct Render *RE_GetSceneRender(const struct Scene *scene);

/* Assign default dummy callbacks. */

/**
 * Called for new renders and when finishing rendering
 * so we always have valid callbacks on a render.
 */
void RE_InitRenderCB(struct Render *re);

/**
 * Use free render as signal to do everything over (previews).
 *
 * Only call this while you know it will remove the link too.
 */
void RE_FreeRender(struct Render *re);
/**
 * Only called on exit.
 */
void RE_FreeAllRender(void);

/**
 * On file load, free render results.
 */
void RE_FreeAllRenderResults(void);
/**
 * On file load or changes engines, free persistent render data.
 * Assumes no engines are currently rendering.
 */
void RE_FreeAllPersistentData(void);
/**
 * Free persistent render data, optionally only for the given scene.
 */
void RE_FreePersistentData(const struct Scene *scene);

/**
 * Get results and statistics.
 */
void RE_FreeRenderResult(struct RenderResult *rr);
/**
 * If you want to know exactly what has been done.
 */
struct RenderResult *RE_AcquireResultRead(struct Render *re);
struct RenderResult *RE_AcquireResultWrite(struct Render *re);
void RE_ReleaseResult(struct Render *re);
/**
 * Same as #RE_AcquireResultImage but creating the necessary views to store the result
 * fill provided result struct with a copy of thew views of what is done so far the
 * #RenderResult.views #ListBase needs to be freed after with #RE_ReleaseResultImageViews
 */
void RE_AcquireResultImageViews(struct Render *re, struct RenderResult *rr);
/**
 * Clear temporary #RenderResult struct.
 */
void RE_ReleaseResultImageViews(struct Render *re, struct RenderResult *rr);

/**
 * Fill provided result struct with what's currently active or done.
 * This #RenderResult struct is the only exception to the rule of a #RenderResult
 * always having at least one #RenderView.
 */
void RE_AcquireResultImage(struct Render *re, struct RenderResult *rr, int view_id);
void RE_ReleaseResultImage(struct Render *re);
void RE_SwapResult(struct Render *re, struct RenderResult **rr);
void RE_ClearResult(struct Render *re);
struct RenderStats *RE_GetStats(struct Render *re);

/**
 * Caller is responsible for allocating `rect` in correct size!
 */
void RE_ResultGet32(struct Render *re, unsigned int *rect);
/**
 * Only for acquired results, for lock.
 *
 * \note The caller is responsible for allocating `rect` in correct size!
 */
void RE_AcquiredResultGet32(struct Render *re,
                            struct RenderResult *result,
                            unsigned int *rect,
                            int view_id);

void RE_render_result_full_channel_name(char *fullname,
                                        const char *layname,
                                        const char *passname,
                                        const char *viewname,
                                        const char *chan_id,
                                        int channel);

struct ImBuf *RE_render_result_rect_to_ibuf(struct RenderResult *rr,
                                            const struct ImageFormatData *imf,
                                            const float dither,
                                            int view_id);
void RE_render_result_rect_from_ibuf(struct RenderResult *rr,
                                     const struct ImBuf *ibuf,
                                     int view_id);

struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name);
float *RE_RenderLayerGetPass(struct RenderLayer *rl, const char *name, const char *viewname);

bool RE_HasSingleLayer(struct Render *re);

/**
 * Add passes for grease pencil.
 * Create a render-layer and render-pass for grease-pencil layer.
 */
struct RenderPass *RE_create_gp_pass(struct RenderResult *rr,
                                     const char *layername,
                                     const char *viewname);

void RE_create_render_pass(struct RenderResult *rr,
                           const char *name,
                           int channels,
                           const char *chan_id,
                           const char *layername,
                           const char *viewname,
                           bool allocate);

/**
 * Obligatory initialize call, doesn't change during entire render sequence.
 * \param disprect: is optional. if NULL it assumes full window render.
 */
void RE_InitState(struct Render *re,
                  struct Render *source,
                  struct RenderData *rd,
                  struct ListBase *render_layers,
                  struct ViewLayer *single_layer,
                  int winx,
                  int winy,
                  rcti *disprect);

/**
 * Set up the view-plane/perspective matrix, three choices.
 *
 * \return camera override if set.
 */
struct Object *RE_GetCamera(struct Render *re);
void RE_SetOverrideCamera(struct Render *re, struct Object *cam_ob);
/**
 * Per render, there's one persistent view-plane. Parts will set their own view-planes.
 *
 * \note call this after #RE_InitState().
 */
void RE_SetCamera(struct Render *re, const struct Object *cam_ob);

/**
 * Get current view and window transform.
 */
void RE_GetViewPlane(struct Render *re, rctf *r_viewplane, rcti *r_disprect);

/**
 * Set the render threads based on the command-line and auto-threads setting.
 */
void RE_init_threadcount(Render *re);

bool RE_WriteRenderViewsMovie(struct ReportList *reports,
                              struct RenderResult *rr,
                              struct Scene *scene,
                              struct RenderData *rd,
                              struct bMovieHandle *mh,
                              void **movie_ctx_arr,
                              int totvideos,
                              bool preview);

/**
 * General Blender frame render call.
 *
 * \note Only #RE_NewRender() needed, main Blender render calls.
 *
 * \param write_still: Saves frames to disk (typically disabled). Useful for batch-operations
 * (rendering from Python for e.g.) when an additional save action for is inconvenient.
 * This is the default behavior for #RE_RenderAnim.
 */
void RE_RenderFrame(struct Render *re,
                    struct Main *bmain,
                    struct Scene *scene,
                    struct ViewLayer *single_layer,
                    struct Object *camera_override,
                    int frame,
                    float subframe,
                    bool write_still);
/**
 * A version of #RE_RenderFrame that saves images to disk.
 */
void RE_RenderAnim(struct Render *re,
                   struct Main *bmain,
                   struct Scene *scene,
                   struct ViewLayer *single_layer,
                   struct Object *camera_override,
                   int sfra,
                   int efra,
                   int tfra);
#ifdef WITH_FREESTYLE
void RE_RenderFreestyleStrokes(struct Render *re,
                               struct Main *bmain,
                               struct Scene *scene,
                               int render);
void RE_RenderFreestyleExternal(struct Render *re);
#endif

void RE_SetActiveRenderView(struct Render *re, const char *viewname);
const char *RE_GetActiveRenderView(struct Render *re);

/**
 * Error reporting.
 */
void RE_SetReports(struct Render *re, struct ReportList *reports);

/**
 * Main preview render call.
 */
void RE_PreviewRender(struct Render *re, struct Main *bmain, struct Scene *scene);

/**
 * Only the temp file!
 */
bool RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);

struct RenderResult *RE_MultilayerConvert(
    void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty);

/* Display and event callbacks. */

/**
 * Image and movie output has to move to either imbuf or kernel.
 */
void RE_display_init_cb(struct Render *re,
                        void *handle,
                        void (*f)(void *handle, RenderResult *rr));
void RE_display_clear_cb(struct Render *re,
                         void *handle,
                         void (*f)(void *handle, RenderResult *rr));
void RE_display_update_cb(struct Render *re,
                          void *handle,
                          void (*f)(void *handle, RenderResult *rr, struct rcti *rect));
void RE_stats_draw_cb(struct Render *re, void *handle, void (*f)(void *handle, RenderStats *rs));
void RE_progress_cb(struct Render *re, void *handle, void (*f)(void *handle, float));
void RE_draw_lock_cb(struct Render *re, void *handle, void (*f)(void *handle, bool lock));
void RE_test_break_cb(struct Render *re, void *handle, bool (*f)(void *handle));
void RE_current_scene_update_cb(struct Render *re,
                                void *handle,
                                void (*f)(void *handle, struct Scene *scene));

void RE_gl_context_create(Render *re);
void RE_gl_context_destroy(Render *re);
void *RE_gl_context_get(Render *re);
void *RE_gpu_context_get(Render *re);

/**
 * \param x: ranges from -1 to 1.
 *
 * TODO: Should move to kernel once... still unsure on how/where.
 */
float RE_filter_value(int type, float x);

int RE_seq_render_active(struct Scene *scene, struct RenderData *rd);

/**
 * Used in the interface to decide whether to show layers or passes.
 */
bool RE_layers_have_name(struct RenderResult *result);
bool RE_passes_have_name(struct RenderLayer *rl);

struct RenderPass *RE_pass_find_by_name(struct RenderLayer *rl,
                                        const char *name,
                                        const char *viewname);
/**
 * Only provided for API compatibility, don't use this in new code!
 */
struct RenderPass *RE_pass_find_by_type(struct RenderLayer *rl,
                                        int passtype,
                                        const char *viewname);

/* shaded view or baking options */
#define RE_BAKE_NORMALS 0
#define RE_BAKE_DISPLACEMENT 1
#define RE_BAKE_AO 2

void RE_GetCameraWindow(struct Render *re, const struct Object *camera, float mat[4][4]);
/**
 * Must be called after #RE_GetCameraWindow(), does not change `re->winmat`.
 */
void RE_GetCameraWindowWithOverscan(const struct Render *re, float overscan, float r_winmat[4][4]);
void RE_GetCameraModelMatrix(const struct Render *re,
                             const struct Object *camera,
                             float r_modelmat[4][4]);

struct Scene *RE_GetScene(struct Render *re);
void RE_SetScene(struct Render *re, struct Scene *sce);

bool RE_is_rendering_allowed(struct Scene *scene,
                             struct ViewLayer *single_layer,
                             struct Object *camera_override,
                             struct ReportList *reports);

bool RE_allow_render_generic_object(struct Object *ob);

/******* defined in render_result.c *********/

bool RE_HasCombinedLayer(const RenderResult *result);
bool RE_HasFloatPixels(const RenderResult *result);
bool RE_RenderResult_is_stereo(const RenderResult *result);
struct RenderView *RE_RenderViewGetById(struct RenderResult *rr, int view_id);
struct RenderView *RE_RenderViewGetByName(struct RenderResult *rr, const char *viewname);

RenderResult *RE_DuplicateRenderResult(RenderResult *rr);

#ifdef __cplusplus
}
#endif