1227 lines
34 KiB
C
1227 lines
34 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/render/render_internal.c
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* \ingroup edrend
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*/
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#include <math.h>
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#include <string.h>
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#include <stddef.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "PIL_time.h"
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#include "BLF_translation.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_blender.h"
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#include "BKE_context.h"
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#include "BKE_depsgraph.h"
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#include "BKE_freestyle.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "BKE_multires.h"
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#include "BKE_paint.h"
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#include "BKE_report.h"
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#include "BKE_sequencer.h"
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#include "BKE_screen.h"
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#include "BKE_scene.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "ED_object.h"
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#include "ED_render.h"
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#include "ED_screen.h"
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#include "ED_view3d.h"
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#include "RE_pipeline.h"
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#include "RE_engine.h"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "GPU_extensions.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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#include "wm_window.h"
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#include "render_intern.h"
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/* Render Callbacks */
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static int render_break(void *rjv);
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/* called inside thread! */
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void image_buffer_rect_update(Scene *scene, RenderResult *rr, ImBuf *ibuf, volatile rcti *renrect)
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{
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float *rectf = NULL;
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int ymin, ymax, xmin, xmax;
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int rymin, rxmin;
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/* if renrect argument, we only refresh scanlines */
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if (renrect) {
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/* if (ymax == recty), rendering of layer is ready, we should not draw, other things happen... */
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if (rr->renlay == NULL || renrect->ymax >= rr->recty)
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return;
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/* xmin here is first subrect x coord, xmax defines subrect width */
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xmin = renrect->xmin + rr->crop;
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xmax = renrect->xmax - xmin + rr->crop;
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if (xmax < 2)
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return;
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ymin = renrect->ymin + rr->crop;
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ymax = renrect->ymax - ymin + rr->crop;
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if (ymax < 2)
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return;
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renrect->ymin = renrect->ymax;
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}
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else {
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xmin = ymin = rr->crop;
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xmax = rr->rectx - 2 * rr->crop;
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ymax = rr->recty - 2 * rr->crop;
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}
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/* xmin ymin is in tile coords. transform to ibuf */
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rxmin = rr->tilerect.xmin + xmin;
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if (rxmin >= ibuf->x) return;
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rymin = rr->tilerect.ymin + ymin;
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if (rymin >= ibuf->y) return;
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if (rxmin + xmax > ibuf->x)
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xmax = ibuf->x - rxmin;
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if (rymin + ymax > ibuf->y)
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ymax = ibuf->y - rymin;
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if (xmax < 1 || ymax < 1) return;
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/* find current float rect for display, first case is after composite... still weak */
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if (rr->rectf)
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rectf = rr->rectf;
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else {
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if (rr->rect32) {
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/* special case, currently only happens with sequencer rendering,
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* which updates the whole frame, so we can only mark display buffer
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* as invalid here (sergey)
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*/
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ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
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return;
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}
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else {
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if (rr->renlay == NULL || rr->renlay->rectf == NULL) return;
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rectf = rr->renlay->rectf;
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}
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}
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if (rectf == NULL) return;
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if (ibuf->rect == NULL)
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imb_addrectImBuf(ibuf);
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rectf += 4 * (rr->rectx * ymin + xmin);
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IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr->rectx, rxmin, rymin,
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&scene->view_settings, &scene->display_settings,
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rxmin, rymin, rxmin + xmax, rymin + ymax, TRUE);
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}
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/* ****************************** render invoking ***************** */
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/* set callbacks, exported to sequence render too.
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* Only call in foreground (UI) renders. */
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static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **scene, SceneRenderLayer **srl)
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{
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/* single layer re-render */
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if (RNA_struct_property_is_set(op->ptr, "scene")) {
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Scene *scn;
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char scene_name[MAX_ID_NAME - 2];
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RNA_string_get(op->ptr, "scene", scene_name);
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scn = (Scene *)BLI_findstring(&mainp->scene, scene_name, offsetof(ID, name) + 2);
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if (scn) {
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/* camera switch wont have updated */
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scn->r.cfra = (*scene)->r.cfra;
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BKE_scene_camera_switch_update(scn);
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*scene = scn;
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}
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}
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if (RNA_struct_property_is_set(op->ptr, "layer")) {
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SceneRenderLayer *rl;
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char rl_name[RE_MAXNAME];
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RNA_string_get(op->ptr, "layer", rl_name);
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rl = (SceneRenderLayer *)BLI_findstring(&(*scene)->r.layers, rl_name, offsetof(SceneRenderLayer, name));
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if (rl)
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*srl = rl;
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}
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}
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/* executes blocking render */
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static int screen_render_exec(bContext *C, wmOperator *op)
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{
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Scene *scene = CTX_data_scene(C);
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SceneRenderLayer *srl = NULL;
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Render *re;
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Image *ima;
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View3D *v3d = CTX_wm_view3d(C);
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Main *mainp = CTX_data_main(C);
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unsigned int lay;
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const short is_animation = RNA_boolean_get(op->ptr, "animation");
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const short is_write_still = RNA_boolean_get(op->ptr, "write_still");
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struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
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/* custom scene and single layer re-render */
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screen_render_scene_layer_set(op, mainp, &scene, &srl);
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if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
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BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
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return OPERATOR_CANCELLED;
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}
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re = RE_NewRender(scene->id.name);
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lay = (v3d) ? v3d->lay : scene->lay;
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G.is_break = FALSE;
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RE_test_break_cb(re, NULL, render_break);
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ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
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BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
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BKE_image_backup_render(scene, ima);
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/* cleanup sequencer caches before starting user triggered render.
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* otherwise, invalidated cache entries can make their way into
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* the output rendering. We can't put that into RE_BlenderFrame,
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* since sequence rendering can call that recursively... (peter) */
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BKE_sequencer_cache_cleanup();
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RE_SetReports(re, op->reports);
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if (is_animation)
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RE_BlenderAnim(re, mainp, scene, camera_override, lay, scene->r.sfra, scene->r.efra, scene->r.frame_step);
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else
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RE_BlenderFrame(re, mainp, scene, srl, camera_override, lay, scene->r.cfra, is_write_still);
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RE_SetReports(re, NULL);
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// no redraw needed, we leave state as we entered it
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ED_update_for_newframe(mainp, scene, 1);
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WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
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return OPERATOR_FINISHED;
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}
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typedef struct RenderJob {
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Main *main;
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Scene *scene;
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Render *re;
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wmWindow *win;
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SceneRenderLayer *srl;
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struct Object *camera_override;
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int lay;
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bool v3d_override;
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short anim, write_still;
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Image *image;
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ImageUser iuser;
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bool image_outdated;
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short *stop;
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short *do_update;
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float *progress;
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ReportList *reports;
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} RenderJob;
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static void render_freejob(void *rjv)
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{
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RenderJob *rj = rjv;
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MEM_freeN(rj);
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}
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/* str is IMA_MAX_RENDER_TEXT in size */
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static void make_renderinfo_string(RenderStats *rs, Scene *scene, bool v3d_override, char *str)
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{
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char info_time_str[32]; // used to be extern to header_info.c
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uintptr_t mem_in_use, mmap_in_use, peak_memory;
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float megs_used_memory, mmap_used_memory, megs_peak_memory;
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char *spos = str;
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mem_in_use = MEM_get_memory_in_use();
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mmap_in_use = MEM_get_mapped_memory_in_use();
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peak_memory = MEM_get_peak_memory();
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megs_used_memory = (mem_in_use - mmap_in_use) / (1024.0 * 1024.0);
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mmap_used_memory = (mmap_in_use) / (1024.0 * 1024.0);
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megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
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/* local view */
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if (rs->localview)
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spos += sprintf(spos, "%s | ", IFACE_("3D Local View"));
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else if (v3d_override)
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spos += sprintf(spos, "%s | ", IFACE_("3D View"));
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/* frame number */
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spos += sprintf(spos, IFACE_("Frame:%d "), (scene->r.cfra));
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/* previous and elapsed time */
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BLI_timestr(rs->lastframetime, info_time_str, sizeof(info_time_str));
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if (rs->infostr && rs->infostr[0]) {
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if (rs->lastframetime != 0.0)
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spos += sprintf(spos, IFACE_("| Last:%s "), info_time_str);
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else
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spos += sprintf(spos, "| ");
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BLI_timestr(PIL_check_seconds_timer() - rs->starttime, info_time_str, sizeof(info_time_str));
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}
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else
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spos += sprintf(spos, "| ");
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spos += sprintf(spos, IFACE_("Time:%s "), info_time_str);
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/* statistics */
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if (rs->statstr) {
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if (rs->statstr[0]) {
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spos += sprintf(spos, "| %s ", rs->statstr);
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}
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}
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else {
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if (rs->totvert || rs->totface || rs->tothalo || rs->totstrand || rs->totlamp)
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spos += sprintf(spos, "| ");
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if (rs->totvert) spos += sprintf(spos, IFACE_("Ve:%d "), rs->totvert);
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if (rs->totface) spos += sprintf(spos, IFACE_("Fa:%d "), rs->totface);
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if (rs->tothalo) spos += sprintf(spos, IFACE_("Ha:%d "), rs->tothalo);
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if (rs->totstrand) spos += sprintf(spos, IFACE_("St:%d "), rs->totstrand);
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if (rs->totlamp) spos += sprintf(spos, IFACE_("La:%d "), rs->totlamp);
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if (rs->mem_peak == 0.0f)
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spos += sprintf(spos, IFACE_("| Mem:%.2fM (%.2fM, Peak %.2fM) "),
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megs_used_memory, mmap_used_memory, megs_peak_memory);
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else
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spos += sprintf(spos, IFACE_("| Mem:%.2fM, Peak: %.2fM "), rs->mem_used, rs->mem_peak);
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if (rs->curfield)
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spos += sprintf(spos, IFACE_("Field %d "), rs->curfield);
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if (rs->curblur)
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spos += sprintf(spos, IFACE_("Blur %d "), rs->curblur);
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}
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/* full sample */
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if (rs->curfsa)
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spos += sprintf(spos, IFACE_("| Full Sample %d "), rs->curfsa);
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/* extra info */
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if (rs->infostr && rs->infostr[0])
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spos += sprintf(spos, "| %s ", rs->infostr);
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/* very weak... but 512 characters is quite safe */
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if (spos >= str + IMA_MAX_RENDER_TEXT)
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if (G.debug & G_DEBUG)
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printf("WARNING! renderwin text beyond limit\n");
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}
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static void image_renderinfo_cb(void *rjv, RenderStats *rs)
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{
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RenderJob *rj = rjv;
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RenderResult *rr;
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rr = RE_AcquireResultRead(rj->re);
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if (rr) {
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/* malloc OK here, stats_draw is not in tile threads */
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if (rr->text == NULL)
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rr->text = MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext");
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make_renderinfo_string(rs, rj->scene, rj->v3d_override, rr->text);
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}
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RE_ReleaseResult(rj->re);
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/* make jobs timer to send notifier */
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*(rj->do_update) = TRUE;
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}
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static void render_progress_update(void *rjv, float progress)
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{
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RenderJob *rj = rjv;
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if (rj->progress && *rj->progress != progress) {
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*rj->progress = progress;
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/* make jobs timer to send notifier */
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*(rj->do_update) = TRUE;
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}
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}
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static void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect)
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{
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RenderJob *rj = rjv;
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Image *ima = rj->image;
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ImBuf *ibuf;
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void *lock;
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/* only update if we are displaying the slot being rendered */
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if (ima->render_slot != ima->last_render_slot) {
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rj->image_outdated = true;
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return;
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}
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else if (rj->image_outdated) {
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/* update entire render */
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rj->image_outdated = false;
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BKE_image_signal(ima, NULL, IMA_SIGNAL_COLORMANAGE);
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*(rj->do_update) = TRUE;
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return;
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}
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/* update part of render */
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ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
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if (ibuf) {
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image_buffer_rect_update(rj->scene, rr, ibuf, renrect);
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/* make jobs timer to send notifier */
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*(rj->do_update) = TRUE;
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}
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BKE_image_release_ibuf(ima, ibuf, lock);
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}
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static void render_startjob(void *rjv, short *stop, short *do_update, float *progress)
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{
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RenderJob *rj = rjv;
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rj->stop = stop;
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rj->do_update = do_update;
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rj->progress = progress;
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RE_SetReports(rj->re, rj->reports);
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if (rj->anim)
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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);
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else
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RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->srl, rj->camera_override, rj->lay, rj->scene->r.cfra, rj->write_still);
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RE_SetReports(rj->re, NULL);
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}
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static void render_endjob(void *rjv)
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{
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RenderJob *rj = rjv;
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/* this render may be used again by the sequencer without the active 'Render' where the callbacks
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* would be re-assigned. assign dummy callbacks to avoid referencing freed renderjobs bug [#24508] */
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RE_InitRenderCB(rj->re);
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if (rj->main != G.main)
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free_main(rj->main);
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/* else the frame will not update for the original value */
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if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) {
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/* possible this fails of loading new file while rendering */
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if (G.main->wm.first) {
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ED_update_for_newframe(G.main, rj->scene, 1);
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}
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}
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/* XXX above function sets all tags in nodes */
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ntreeCompositClearTags(rj->scene->nodetree);
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/* potentially set by caller */
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rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
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if (rj->srl) {
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nodeUpdateID(rj->scene->nodetree, &rj->scene->id);
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WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
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}
|
|
|
|
/* 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 ||
|
|
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);
|
|
}
|
|
}
|
|
|
|
/* 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) {
|
|
if (rj->lay != v3d->lay) {
|
|
rj->lay = v3d->lay;
|
|
rj->v3d_override = true;
|
|
}
|
|
else if (camera_override && camera_override != scene->camera)
|
|
rj->v3d_override = true;
|
|
|
|
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;
|
|
}
|
|
|
|
static bool render_view3d_is_valid(RenderPreview *rp)
|
|
{
|
|
return (rp->rv3d->render_engine != NULL);
|
|
}
|
|
|
|
/* 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 (render_view3d_is_valid(rp) == false) {
|
|
*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 {
|
|
make_renderinfo_string(rs, rp->scene, false, 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) {
|
|
if (render_view3d_is_valid(rp)) {
|
|
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);
|
|
|
|
/* clear info text */
|
|
engine->text[0] = '\0';
|
|
|
|
/* 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, FALSE)) {
|
|
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_NEAREST, 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_NEAREST, 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|