
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI * RenderEngine is now a persistent python object that exists and retains properties as long as a frame is being rendered. This is mostly useful now that more than one callback will be added. * Added update() callback that should ideally be used to export the scene, leaving only the rendering to the render() callback. This is not required to be used at this point, but separating this will make things more thread safe later on. * Added tag_redraw() and tag_update() functions that will be used for viewport rendering. * Internal change: status text is now retained after update_status calls.
310 lines
6.6 KiB
C
310 lines
6.6 KiB
C
/*
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*
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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) 2006 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/render/intern/pipeline/engine.c
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* \ingroup render
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*/
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#include <stddef.h>
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "BKE_report.h"
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#include "BKE_scene.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#ifdef WITH_PYTHON
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#include "BPY_extern.h"
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#endif
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "render_types.h"
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#include "renderpipeline.h"
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/* Render Engine Types */
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static RenderEngineType internal_render_type = {
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NULL, NULL,
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"BLENDER_RENDER", "Blender Render", RE_INTERNAL,
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NULL, NULL,
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{NULL, NULL, NULL}};
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#ifdef WITH_GAMEENGINE
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static RenderEngineType internal_game_type = {
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NULL, NULL,
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"BLENDER_GAME", "Blender Game", RE_INTERNAL|RE_GAME,
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NULL, NULL,
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{NULL, NULL, NULL}};
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#endif
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ListBase R_engines = {NULL, NULL};
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void RE_engines_init(void)
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{
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BLI_addtail(&R_engines, &internal_render_type);
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#ifdef WITH_GAMEENGINE
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BLI_addtail(&R_engines, &internal_game_type);
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#endif
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}
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void RE_engines_exit(void)
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{
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RenderEngineType *type, *next;
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for(type=R_engines.first; type; type=next) {
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next= type->next;
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BLI_remlink(&R_engines, type);
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if(!(type->flag & RE_INTERNAL)) {
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if(type->ext.free)
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type->ext.free(type->ext.data);
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MEM_freeN(type);
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}
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}
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}
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RenderEngineType *RE_engines_find(const char *idname)
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{
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RenderEngineType *type;
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type= BLI_findstring(&R_engines, idname, offsetof(RenderEngineType, idname));
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if(!type)
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type= &internal_render_type;
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return type;
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}
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/* Create, Free */
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RenderEngine *RE_engine_create(RenderEngineType *type)
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{
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RenderEngine *engine = MEM_callocN(sizeof(RenderEngine), "RenderEngine");
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engine->type= type;
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return engine;
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}
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void RE_engine_free(RenderEngine *engine)
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{
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#ifdef WITH_PYTHON
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if(engine->py_instance) {
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BPY_DECREF(engine->py_instance);
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}
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#endif
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if(engine->text)
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MEM_freeN(engine->text);
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MEM_freeN(engine);
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}
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/* Render Results */
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RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h)
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{
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Render *re= engine->re;
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RenderResult *result;
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rcti disprect;
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/* ensure the coordinates are within the right limits */
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CLAMP(x, 0, re->result->rectx);
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CLAMP(y, 0, re->result->recty);
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CLAMP(w, 0, re->result->rectx);
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CLAMP(h, 0, re->result->recty);
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if(x + w > re->result->rectx)
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w= re->result->rectx - x;
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if(y + h > re->result->recty)
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h= re->result->recty - y;
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/* allocate a render result */
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disprect.xmin= x;
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disprect.xmax= x+w;
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disprect.ymin= y;
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disprect.ymax= y+h;
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result= new_render_result(re, &disprect, 0, RR_USEMEM);
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BLI_addtail(&engine->fullresult, result);
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return result;
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}
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void RE_engine_update_result(RenderEngine *engine, RenderResult *result)
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{
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Render *re= engine->re;
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if(result) {
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result->renlay= result->layers.first; // weak, draws first layer always
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re->display_draw(re->ddh, result, NULL);
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}
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}
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void RE_engine_end_result(RenderEngine *engine, RenderResult *result)
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{
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Render *re= engine->re;
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if(!result)
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return;
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/* merge. on break, don't merge in result for preview renders, looks nicer */
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if(!(re->test_break(re->tbh) && (re->r.scemode & R_PREVIEWBUTS)))
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merge_render_result(re->result, result);
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/* draw */
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if(!re->test_break(re->tbh)) {
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result->renlay= result->layers.first; // weak, draws first layer always
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re->display_draw(re->ddh, result, NULL);
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}
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/* free */
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free_render_result(&engine->fullresult, result);
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}
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/* Cancel */
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int RE_engine_test_break(RenderEngine *engine)
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{
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Render *re= engine->re;
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if(re)
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return re->test_break(re->tbh);
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return 0;
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}
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/* Statistics */
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void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info)
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{
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Render *re= engine->re;
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/* stats draw callback */
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if(re) {
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re->i.statstr= stats;
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re->i.infostr= info;
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re->stats_draw(re->sdh, &re->i);
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re->i.infostr= NULL;
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re->i.statstr= NULL;
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}
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/* set engine text */
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if(engine->text) {
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MEM_freeN(engine->text);
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engine->text= NULL;
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}
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if(stats && stats[0] && info && info[0])
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engine->text= BLI_sprintfN("%s | %s", stats, info);
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else if(info && info[0])
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engine->text= BLI_strdup(info);
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else if(stats && stats[0])
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engine->text= BLI_strdup(stats);
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}
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void RE_engine_update_progress(RenderEngine *engine, float progress)
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{
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Render *re= engine->re;
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if(re) {
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CLAMP(progress, 0.0f, 1.0f);
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re->progress(re->prh, progress);
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}
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}
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void RE_engine_report(RenderEngine *engine, int type, const char *msg)
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{
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BKE_report(engine->re->reports, type, msg);
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}
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/* Render */
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int RE_engine_render(Render *re, int do_all)
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{
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RenderEngineType *type= RE_engines_find(re->r.engine);
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RenderEngine *engine;
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/* verify if we can render */
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if(!type->render)
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return 0;
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if((re->r.scemode & R_PREVIEWBUTS) && !(type->flag & RE_USE_PREVIEW))
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return 0;
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if(do_all && !(type->flag & RE_USE_POSTPROCESS))
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return 0;
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if(!do_all && (type->flag & RE_USE_POSTPROCESS))
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return 0;
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/* create render result */
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BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
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if(re->result==NULL || !(re->r.scemode & R_PREVIEWBUTS)) {
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RE_FreeRenderResult(re->result);
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re->result= new_render_result(re, &re->disprect, 0, 0);
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}
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BLI_rw_mutex_unlock(&re->resultmutex);
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if(re->result==NULL)
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return 1;
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/* render */
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engine = RE_engine_create(type);
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engine->re= re;
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if(re->flag & R_ANIMATION)
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engine->flag |= RE_ENGINE_ANIMATION;
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if(re->r.scemode & R_PREVIEWBUTS)
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engine->flag |= RE_ENGINE_PREVIEW;
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if((re->r.scemode & (R_NO_FRAME_UPDATE|R_PREVIEWBUTS))==0)
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scene_update_for_newframe(re->main, re->scene, re->lay);
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if(type->update)
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type->update(engine, re->main, re->scene);
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if(type->render)
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type->render(engine, re->scene);
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free_render_result(&engine->fullresult, engine->fullresult.first);
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RE_engine_free(engine);
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return 1;
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}
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